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
if self.level ~= 1 then
50
onUpdate = function(self, dt)
51
if the.player.moved then
52
the.clones:collide(the.player)
53
the.goalPerson:collide(the.player)
55
if self.level ~= 2 then
56
the.goalPerson:doMove()
59
for _, np in ipairs(the.clones.sprites) do
63
-- yeah, again. once for flip, twice for displace
64
the.clones:collide(the.player)
65
the.goalPerson:collide(the.player) -- will this fix?
67
the.clones:collide(self.map)
68
the.player:collide(self.map)
69
the.goalPerson:collide(self.map)
73
if math.random(1,6) == 1 then
74
local c = the.clones.sprites[math.random(the.clones:count())]
75
if self.level == 3 and not c.cured then
76
c.image = 'data/goal.png'
80
the.player.moved = false
83
if the.keys:justPressed('escape', 'q') then
89
SlowView = View:extend {
90
onNew = function(self)
91
local text = Text:new {
92
text = 'Your movements have slowed...',
93
--height = the.app.height,
94
width = the.app.width,
98
text:centerAround(the.app.width / 2, the.app.height / 2)
101
self.timer:after(2, function()
102
the.app.view = GameView:new{level = self.level}
107
WinView = View:extend {
108
onNew = function(self)
109
local text = Text:new {
111
width = the.app.width,
115
text:centerAround(the.app.width / 2, the.app.height / 2)
123
onRun = function (self)
124
print('Version: ' .. VERSION)
126
self.view = GameView:new{level = 1}
127
--self.view = SlowView:new{level = 1}
130
self.console:watch('VERSION', 'VERSION')
131
self.console:watch('level', 'the.view.level')
133
-- back off that dark overlay a bit
134
self.console.fill.fill[4] = 75
137
onUpdate = function (self, dt)
138
if the.keys:justPressed('f1') then
139
local ss = love.graphics.newScreenshot()
140
ss:encode('screenshot-' ..love.timer.getTime()..'.png')