5
5
deque = require 'deque'
6
--inspect = require 'inspect'
16
dirs = {'left', 'right', 'up', 'down'}
18
11
GameView = View:extend {
19
12
onNew = function (self)
20
self:loadLayers('data/map.lua')
22
local tw = math.floor(the.app.width / 16)
23
local th = math.floor(the.app.height / 16)
13
--self:loadLayers('data/map.lua')
14
--self.focus = the.player
15
--self:clampTo(self.bg)
25
17
the.player = Player:new{
26
x = math.random(2, tw-2) * 16,
27
y = math.random(2, th-2) * 16
18
x = math.random(the.app.width),
19
y = math.random(the.app.height),
29
21
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
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
23
the.notplayers = Group:new()
24
self:add(the.notplayers)
25
for _ = 1, math.random(1,2) do
26
the.notplayers:add(NotPlayer:new {
27
x = math.random(the.app.width),
28
y = math.random(the.app.height),
46
32
onUpdate = function(self, dt)
47
33
if the.player.moved then
48
34
-- this should encapsulate
50
the.clones:collide(the.player)
51
the.goalPerson:collide(the.player)
53
the.goalPerson:doMove()
55
for _, np in ipairs(the.clones.sprites) do
35
for _, np in ipairs(the.notplayers.sprites) do
59
-- yeah, again. once for flip, twice for displace
60
the.clones:collide(the.player)
62
the.clones:collide(self.map)
63
the.player:collide(self.map)
64
the.goalPerson:collide(self.map)
68
if math.random(1,5) == 1 then
69
local c = the.clones.sprites[math.random(the.clones:count())]
71
c.image = 'data/goal.png'
75
39
the.player.moved = false