/ld28

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  • Committer: Josh C
  • Date: 2013-12-15 18:36:53 UTC
  • Revision ID: josh@9ix.org-20131215183653-47wmq1ux17xspk93
intermidiate + win screens

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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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                                   y = math.random(2, th-2) * 16
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                                })
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              end
 
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              if self.level ~= 1 then
 
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                 self:flash({0,0,0})
 
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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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                    if self.level ~= 2 then
 
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                       the.goalPerson:doMove()
 
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                    end
 
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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.goalPerson:collide(the.player) -- will this fix?
 
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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(1,6) == 1 then
 
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                       local c = the.clones.sprites[math.random(the.clones:count())]
 
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                       if self.level == 3 and 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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              end,
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}
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SlowView = View:extend {
 
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   onNew = function(self)
 
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              local text = Text:new {
 
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                 text = 'Your movements have slowed...',
 
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                 --height = the.app.height,
 
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                 width = the.app.width,
 
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                 align = 'center',
 
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                 font = 18
 
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              }
 
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              text:centerAround(the.app.width / 2, the.app.height / 2)
 
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              self:add(text)
 
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              self.timer:after(2, function()
 
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                 the.app.view = GameView:new{level = self.level}
 
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              end)
 
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           end
 
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}
 
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WinView = View:extend {
 
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   onNew = function(self)
 
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              local text = Text:new {
 
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                 text = 'You win!',
 
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                 width = the.app.width,
 
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                 align = 'center',
 
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                 font = 18
 
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              }
 
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              text:centerAround(the.app.width / 2, the.app.height / 2)
 
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              self:add(text)
 
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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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              self.view = GameView:new{level = 1}
 
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              --self.view = SlowView:new{level = 1}
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
 
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                 self.console:watch('level', 'the.view.level')
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                 -- back off that dark overlay a bit
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                 self.console.fill.fill[4] = 75