/ld28

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  • Committer: Josh C
  • Date: 2013-12-14 05:07:54 UTC
  • Revision ID: josh@9ix.org-20131214050754-qvx21hikbfl6e2m4
move clones a little more like players move

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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 'notplayer'
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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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              --self:loadLayers('data/map.lua')
 
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              --self.focus = the.player
 
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              --self:clampTo(self.bg)
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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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                 x = math.random(the.app.width),
 
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                 y = math.random(the.app.height),
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              }
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              self:add(the.player)
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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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              the.notplayers = Group:new()
 
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              self:add(the.notplayers)
 
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              for _ = 1, 14 do
 
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                 the.notplayers:add(NotPlayer:new {
 
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                                       x = math.random(the.app.width),
 
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                                       y = math.random(the.app.height),
 
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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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                    for _, np in ipairs(the.clones.sprites) do
 
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                    for _, np in ipairs(the.notplayers.sprites) do
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                       np:doMove()
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                    end
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                    the.clones:collide(self.map)
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                    the.player:collide(self.map)
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                    the.clones:collide()
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                    the.clones:collide(the.player)
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                    the.player.moved = false
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                 end
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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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}