5
deque = require 'deque'
6
--inspect = require 'inspect'
16
dirs = {'left', 'right', 'up', 'down'}
18
GameView = View:extend {
19
onNew = function (self)
20
self:loadLayers('data/map.lua')
22
local tw = math.floor(the.app.width / 16)
23
local th = math.floor(the.app.height / 16)
25
the.player = Player:new{
26
x = math.random(2, tw-2) * 16,
27
y = math.random(2, th-2) * 16
31
the.goalPerson = GoalPerson:new{
32
x = math.random(2, tw-2) * 16,
33
y = math.random(2, th-2) * 16
35
self:add(the.goalPerson)
37
the.clones = Group:new()
40
the.clones:add(Clone:new {
41
x = math.random(2, tw-2) * 16,
42
y = math.random(2, th-2) * 16
46
onUpdate = function(self, dt)
47
if the.player.moved then
48
-- this should encapsulate
50
the.goalPerson:doMove()
52
for _, np in ipairs(the.clones.sprites) do
56
the.clones:collide(self.map)
57
the.player:collide(self.map)
58
the.goalPerson:collide(self.map)
61
the.clones:collide(the.player)
62
the.goalPerson:collide(the.player)
64
if math.random(1,5) == 1 then
65
local c = the.clones.sprites[math.random(the.clones:count())]
67
c.image = 'data/goal.png'
71
the.player.moved = false
74
if the.keys:justPressed('escape', 'q') then
83
onRun = function (self)
84
print('Version: ' .. VERSION)
86
self.view = GameView:new()
89
self.console:watch('VERSION', 'VERSION')
91
-- back off that dark overlay a bit
92
self.console.fill.fill[4] = 75
95
onUpdate = function (self, dt)
96
if the.keys:justPressed('f1') then
97
local ss = love.graphics.newScreenshot()
98
ss:encode('screenshot-' ..love.timer.getTime()..'.png')