/ld27

To get this branch, use:
bzr branch http://9ix.org/bzr/ld27

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-08-24 19:03:09 UTC
  • Revision ID: josh@9ix.org-20130824190309-fyt2p629ccw746xq
3rd maze... reverse

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--require 'pepperprof'
 
5
 
 
6
--require 'group'
6
7
 
7
8
require 'version'
 
9
--require 'wrap_tile'
8
10
require 'player'
9
11
require 'goal'
10
 
require 'pause_view'
11
 
require 'win_view'
12
12
 
13
13
GameView = View:extend {
14
14
   gameStart = 0,
23
23
              for _, bg in ipairs(self.bgs) do bg.visible = false end
24
24
 
25
25
              self.maze1.moveMod = 1
26
 
              self.maze2.moveMod = 0.55
 
26
              self.maze2.moveMod = 1
27
27
              self.maze3.moveMod = -1
28
 
              self.maze1.playerScale = 1
29
 
              self.maze2.playerScale = 0.5
30
 
              self.maze3.playerScale = 1
31
 
 
32
 
              self.goals = {}
33
 
              the.goalsAchieved = 0
34
 
              for _, obj in ipairs(self.objects.sprites) do
35
 
                 if obj:instanceOf(Goal) then
36
 
                    obj.visible = false
37
 
                    self.goals[tonumber(obj.map)] = obj
38
 
                 end
39
 
              end
40
28
 
41
29
              --the.interface = Group:new()
42
30
 
44
32
 
45
33
              self:switchMaze()
46
34
 
47
 
              -- profiling...
48
 
              --the.profiler = newProfiler()
49
 
              --the.profiler:start()
50
 
 
51
35
              self.gameStart = love.timer.getMicroTime()
52
36
              self.lastChange = love.timer.getMicroTime()
53
37
           end,
57
41
                    self:switchMaze()
58
42
                 end
59
43
 
60
 
                 if not (DEBUG and the.console.visible) then
61
 
                    the.activeMaze:collide(the.player.collider)
62
 
                    the.player.collider:collide(the.activeGoal)
63
 
                 end
64
 
 
65
 
                 if the.keys:justPressed('escape', 'q') then
66
 
                    PauseView:new():activate()
67
 
                 --elseif the.keys:justPressed('w') then
68
 
                 --   WinView:new():activate()
69
 
                 end
 
44
                 the.activeMaze:collide(the.player)
 
45
 
 
46
 
 
47
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
 
48
                 --    if not mirror.of then
 
49
                 --       print('mirror:' .. inspect(mirror))
 
50
                 --       error('mirror OF NOTHING')
 
51
                 --    end
 
52
                 -- end
70
53
              end,
71
54
   switchMaze = function(self)
72
55
                   if the.activeMaze then
79
62
 
80
63
                      the.activeBg.visible = false
81
64
                      the.activeBg = self.bgs[newMaze]
82
 
 
83
 
                      if the.activeGoal then
84
 
                         the.activeGoal.visible = false
85
 
                      end
86
 
                      the.activeGoal = self.goals[newMaze]
87
65
                   else
88
66
                      the.activeMaze = self.maze2
89
67
                      the.activeBg = self.bg
90
 
                      the.activeGoal = self.goals[2]
91
68
                   end
92
69
 
93
70
                   the.activeMaze:revive()
94
71
                   the.activeBg.visible = true
95
 
                   if the.activeGoal then
96
 
                      the.activeGoal.visible = true
97
 
                   end
98
 
                   the.player.scale = the.activeMaze.playerScale
99
 
                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
100
 
                   the.player.collider.height = the.player.height * the.activeMaze.playerScale
101
72
 
102
73
                   self._fx = {0,0,0,0}
103
 
                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
 
74
                   self.tween:start(self._fx, 4, 150, 10, 'quadIn')
104
75
 
105
76
                   self.lastChange = love.timer.getMicroTime()
106
77
                end,
138
109
              end
139
110
           end,
140
111
   onUpdate = function (self, dt)
 
112
                 if the.keys:justPressed('escape') then
 
113
                    self.quit()
 
114
                 end
141
115
              end
142
116
}