/ld28

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  • Committer: Josh C
  • Date: 2013-12-15 16:56:38 UTC
  • Revision ID: josh@9ix.org-20131215165638-ge97fjz6untvjv9i
get rid of spare pixels on bottom

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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'
 
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--inspect = require 'inspect'
 
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require 'sprite'
 
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require 'util'
 
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require 'version'
 
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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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              self:loadLayers('data/map.lua')
 
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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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              the.player = Player: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.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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                 the.clones:add(Clone: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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              end
 
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           end,
 
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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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                    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
 
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                 if the.keys:justPressed('escape', 'q') then
 
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                    the.app:quit()
 
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                 end
 
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              end,
 
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}
 
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the.app = App:new {
 
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   name = "LD28",
 
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   fps = 30,
 
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   onRun = function (self)
 
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              print('Version: ' .. VERSION)
 
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              self.view = GameView:new()
 
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              if DEBUG then
 
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                 self.console:watch('VERSION', 'VERSION')
 
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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,
 
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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
 
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              end
 
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}