16
dirs = {'left', 'right', 'up', 'down'}
18
14
GameView = View:extend {
19
15
onNew = function (self)
20
16
self:loadLayers('data/map.lua')
22
local tw = math.floor(the.app.width / 16)
23
local th = math.floor(the.app.height / 16)
25
18
the.player = Player:new{
26
x = math.random(2, tw-2) * 16,
27
y = math.random(2, th-2) * 16
19
x = math.random(the.app.width),
20
y = math.random(the.app.height),
29
22
self:add(the.player)
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
24
the.clones = Group:new()
38
25
self:add(the.clones)
40
27
the.clones:add(Clone:new {
41
x = math.random(2, tw-2) * 16,
42
y = math.random(2, th-2) * 16
28
x = math.random(16, the.app.width-32),
29
y = math.random(16, the.app.height-32),
46
33
onUpdate = function(self, dt)
47
34
if the.player.moved then
48
35
-- this should encapsulate
50
the.goalPerson:doMove()
52
36
for _, np in ipairs(the.clones.sprites) do
56
40
the.clones:collide(self.map)
57
41
the.player:collide(self.map)
58
the.goalPerson:collide(self.map)
60
43
the.clones:collide()
61
44
the.clones:collide(the.player)
63
if math.random(1,5) == 1 then
64
the.clones.sprites[math.random(the.clones:count())].fill = {0,255,0}
67
46
the.player.moved = false