/ld28

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  • Committer: Josh C
  • Date: 2013-12-15 03:05:42 UTC
  • Revision ID: josh@9ix.org-20131215030542-pneoyxj6rtm3c3hx
super hacky fix for passing through clones/goals

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require 'player'
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require 'clone'
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require 'goal'
 
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require 'goal_person'
 
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dirs = {'left', 'right', 'up', 'down'}
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GameView = View:extend {
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   onNew = function (self)
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              }
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              self:add(the.player)
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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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              the.clones = Group:new()
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              self:add(the.clones)
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              for _ = 1, 15 do
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   onUpdate = function(self, dt)
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                 if the.player.moved then
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                    -- this should encapsulate
 
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                    the.clones:collide(the.player)
 
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                    the.goalPerson:collide(the.player)
 
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                    the.goalPerson:doMove()
 
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                    for _, np in ipairs(the.clones.sprites) do
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                       np:doMove()
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                    end
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                    -- yeah, again.  once for flip, twice for displace
 
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                    the.clones:collide(the.player)
 
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                    the.clones:collide(self.map)
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                    the.player:collide(self.map)
 
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                    the.goalPerson:collide(self.map)
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                    the.clones:collide()
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                    the.clones:collide(the.player)
 
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                    if math.random(1,5) == 1 then
 
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                       local c = the.clones.sprites[math.random(the.clones:count())]
 
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                       if not c.cured then
 
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                          c.image = 'data/goal.png'
 
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                       end
 
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                    end
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                    the.player.moved = false
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                 end