/ld28

To get this branch, use:
bzr branch /bzr/ld28
2 by Josh C
basic delayed movement
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STRICT = true
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DEBUG = true
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require 'zoetrope'
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deque = require 'deque'
10 by Josh C
collide w/ the map
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--inspect = require 'inspect'
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require 'sprite'
2 by Josh C
basic delayed movement
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10 by Josh C
collide w/ the map
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require 'util'
2 by Josh C
basic delayed movement
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require 'version'
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require 'player'
7 by Josh C
rename NotPlayer to Clone cuz they're clones, and it's way too early
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require 'clone'
15 by Josh C
put some walls and a goal... doesn't feel quite right.
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require 'goal'
16 by Josh C
moving goal, clones turning green...
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require 'goal_person'
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dirs = {'left', 'right', 'up', 'down'}
2 by Josh C
basic delayed movement
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GameView = View:extend {
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   onNew = function (self)
10 by Josh C
collide w/ the map
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              self:loadLayers('data/map.lua')
2 by Josh C
basic delayed movement
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13 by Josh C
align to grid
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              local tw = math.floor(the.app.width / 16)
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              local th = math.floor(the.app.height / 16)
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3 by Josh C
add a couple other clones that move randomly
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              the.player = Player:new{
13 by Josh C
align to grid
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                 x = math.random(2, tw-2) * 16,
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                 y = math.random(2, th-2) * 16
3 by Josh C
add a couple other clones that move randomly
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              }
2 by Josh C
basic delayed movement
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              self:add(the.player)
3 by Josh C
add a couple other clones that move randomly
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16 by Josh C
moving goal, clones turning green...
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              the.goalPerson = GoalPerson:new{
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                 x = math.random(2, tw-2) * 16,
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                 y = math.random(2, th-2) * 16
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              }
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              self:add(the.goalPerson)
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7 by Josh C
rename NotPlayer to Clone cuz they're clones, and it's way too early
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              the.clones = Group:new()
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              self:add(the.clones)
14 by Josh C
16 is a more fun number. :D
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              for _ = 1, 15 do
7 by Josh C
rename NotPlayer to Clone cuz they're clones, and it's way too early
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                 the.clones:add(Clone:new {
13 by Josh C
align to grid
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                                   x = math.random(2, tw-2) * 16,
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                                   y = math.random(2, th-2) * 16
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                                })
3 by Josh C
add a couple other clones that move randomly
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              end
24 by Josh C
intermidiate + win screens
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27 by Josh C
R = restart level
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              if self.level == 3 then
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                 self:add(Text:new{
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                             text = "R = Restart level",
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                             x = 20, y = 20,
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                             width = 200
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                          })
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              end
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24 by Josh C
intermidiate + win screens
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              if self.level ~= 1 then
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                 self:flash({0,0,0})
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              end
2 by Josh C
basic delayed movement
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           end,
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   onUpdate = function(self, dt)
3 by Josh C
add a couple other clones that move randomly
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                 if the.player.moved then
21 by Josh C
super hacky fix for passing through clones/goals
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                    the.clones:collide(the.player)
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                    the.goalPerson:collide(the.player)
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23 by Josh C
levels. ish.
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                    if self.level ~= 2 then
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                       the.goalPerson:doMove()
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                    end
16 by Josh C
moving goal, clones turning green...
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7 by Josh C
rename NotPlayer to Clone cuz they're clones, and it's way too early
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                    for _, np in ipairs(the.clones.sprites) do
3 by Josh C
add a couple other clones that move randomly
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                       np:doMove()
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                    end
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21 by Josh C
super hacky fix for passing through clones/goals
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                    -- yeah, again.  once for flip, twice for displace
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                    the.clones:collide(the.player)
24 by Josh C
intermidiate + win screens
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                    the.goalPerson:collide(the.player) -- will this fix?
21 by Josh C
super hacky fix for passing through clones/goals
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10 by Josh C
collide w/ the map
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                    the.clones:collide(self.map)
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                    the.player:collide(self.map)
16 by Josh C
moving goal, clones turning green...
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                    the.goalPerson:collide(self.map)
10 by Josh C
collide w/ the map
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9 by Josh C
collision
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                    the.clones:collide()
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23 by Josh C
levels. ish.
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                    if math.random(1,6) == 1 then
20 by Josh C
clones you flip don't flip back
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                       local c = the.clones.sprites[math.random(the.clones:count())]
23 by Josh C
levels. ish.
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                       if self.level == 3 and not c.cured then
20 by Josh C
clones you flip don't flip back
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                          c.image = 'data/goal.png'
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                       end
16 by Josh C
moving goal, clones turning green...
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                    end
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3 by Josh C
add a couple other clones that move randomly
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                    the.player.moved = false
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                 end
27 by Josh C
R = restart level
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                 if the.keys:justPressed('r') then
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                    the.app.view = GameView:new{level = self.level}
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                 end
2 by Josh C
basic delayed movement
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              end,
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}
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24 by Josh C
intermidiate + win screens
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SlowView = View:extend {
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   onNew = function(self)
28 by Josh C
vague warning about the blue things
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              local texts = {
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                 '',
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                 "Your movements have slowed...",
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                 "Your movements have slowed...\nand they no longer only imitate you..."
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              }
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24 by Josh C
intermidiate + win screens
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              local text = Text:new {
28 by Josh C
vague warning about the blue things
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                 text = texts[self.level],
24 by Josh C
intermidiate + win screens
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                 --height = the.app.height,
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                 width = the.app.width,
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                 align = 'center',
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                 font = 18
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              }
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              text:centerAround(the.app.width / 2, the.app.height / 2)
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              self:add(text)
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              self.timer:after(2, function()
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                 the.app.view = GameView:new{level = self.level}
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              end)
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           end
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}
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WinView = View:extend {
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   onNew = function(self)
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              local text = Text:new {
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                 text = 'You win!',
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                 width = the.app.width,
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                 align = 'center',
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                 font = 18
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              }
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              text:centerAround(the.app.width / 2, the.app.height / 2)
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              self:add(text)
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           end
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}
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25 by Josh C
title screen
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TitleView = View:extend {
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   onNew = function(self)
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              self:add(Tile:new{
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                          image = 'data/title.png'
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                       })
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           end,
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   onUpdate = function(self)
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                 if the.keys:allJustPressed() then
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                    the.app.view = GameView:new{level = 1}
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                 end
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              end
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}
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2 by Josh C
basic delayed movement
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the.app = App:new {
29 by Josh C
name the game
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   name = "One Among Many",
15 by Josh C
put some walls and a goal... doesn't feel quite right.
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   fps = 30,
2 by Josh C
basic delayed movement
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   onRun = function (self)
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              print('Version: ' .. VERSION)
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25 by Josh C
title screen
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              --self.view = GameView:new{level = 1}
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              self.view = TitleView:new()
2 by Josh C
basic delayed movement
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
23 by Josh C
levels. ish.
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                 self.console:watch('level', 'the.view.level')
2 by Josh C
basic delayed movement
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                 -- back off that dark overlay a bit
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                 self.console.fill.fill[4] = 75
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              end
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           end,
8 by Josh C
screenshots
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('f1') then
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                    local ss = love.graphics.newScreenshot()
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                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
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                 end
26 by Josh C
move quit keybindings to app
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                 if the.keys:justPressed('escape', 'q') then
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                    the.app:quit()
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                 end
8 by Josh C
screenshots
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              end
2 by Josh C
basic delayed movement
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}