5
5
deque = require 'deque'
6
--inspect = require 'inspect'
16
dirs = {'left', 'right', 'up', 'down'}
11
18
GameView = View:extend {
12
19
onNew = function (self)
13
--self:loadLayers('data/map.lua')
14
--self.focus = the.player
15
--self:clampTo(self.bg)
20
self:loadLayers('data/map.lua')
22
local tw = math.floor(the.app.width / 16)
23
local th = math.floor(the.app.height / 16)
17
25
the.player = Player:new{
18
x = math.random(the.app.width),
19
y = math.random(the.app.height),
26
x = math.random(2, tw-2) * 16,
27
y = math.random(2, th-2) * 16
21
29
self:add(the.player)
23
the.notplayers = Group:new()
24
self:add(the.notplayers)
26
the.notplayers:add(NotPlayer:new {
27
x = math.random(the.app.width),
28
y = math.random(the.app.height),
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 == 3 then
48
text = "R = Restart level",
54
if self.level ~= 1 then
32
58
onUpdate = function(self, dt)
33
59
if the.player.moved then
34
-- this should encapsulate
35
for _, np in ipairs(the.notplayers.sprites) do
60
the.clones:collide(the.player)
61
the.goalPerson:collide(the.player)
63
if self.level ~= 2 then
64
the.goalPerson:doMove()
67
for _, np in ipairs(the.clones.sprites) do
71
-- yeah, again. once for flip, twice for displace
72
the.clones:collide(the.player)
73
the.goalPerson:collide(the.player) -- will this fix?
75
the.clones:collide(self.map)
76
the.player:collide(self.map)
77
the.goalPerson:collide(self.map)
81
if math.random(1,6) == 1 then
82
local c = the.clones.sprites[math.random(the.clones:count())]
83
if self.level == 3 and not c.cured then
84
c.image = 'data/goal.png'
39
88
the.player.moved = false
42
if the.keys:justPressed('escape', 'q') then
91
if the.keys:justPressed('r') then
92
the.app.view = GameView:new{level = self.level}
97
SlowView = View:extend {
98
onNew = function(self)
99
local text = Text:new {
100
text = 'Your movements have slowed...',
101
--height = the.app.height,
102
width = the.app.width,
106
text:centerAround(the.app.width / 2, the.app.height / 2)
109
self.timer:after(2, function()
110
the.app.view = GameView:new{level = self.level}
115
WinView = View:extend {
116
onNew = function(self)
117
local text = Text:new {
119
width = the.app.width,
123
text:centerAround(the.app.width / 2, the.app.height / 2)
128
TitleView = View:extend {
129
onNew = function(self)
131
image = 'data/title.png'
134
onUpdate = function(self)
135
if the.keys:allJustPressed() then
136
the.app.view = GameView:new{level = 1}
48
141
the.app = App:new {
50
144
onRun = function (self)
51
145
print('Version: ' .. VERSION)
53
self.view = GameView:new()
147
--self.view = GameView:new{level = 1}
148
self.view = TitleView:new()
56
151
self.console:watch('VERSION', 'VERSION')
152
self.console:watch('level', 'the.view.level')
58
154
-- back off that dark overlay a bit
59
155
self.console.fill.fill[4] = 75
158
onUpdate = function (self, dt)
159
if the.keys:justPressed('f1') then
160
local ss = love.graphics.newScreenshot()
161
ss:encode('screenshot-' ..love.timer.getTime()..'.png')
164
if the.keys:justPressed('escape', 'q') then