5
5
deque = require 'deque'
6
--inspect = require 'inspect'
15
11
GameView = View:extend {
16
12
onNew = function (self)
17
self:loadLayers('data/map.lua')
19
local tw = math.floor(the.app.width / 16)
20
local th = math.floor(the.app.height / 16)
13
--self:loadLayers('data/map.lua')
14
--self.focus = the.player
15
--self:clampTo(self.bg)
22
17
the.player = Player:new{
23
x = math.random(2, tw-2) * 16,
24
y = math.random(2, th-2) * 16
18
x = math.random(the.app.width),
19
y = math.random(the.app.height),
26
21
self:add(the.player)
28
the.clones = Group:new()
31
the.clones:add(Clone:new {
32
x = math.random(2, tw-2) * 16,
33
y = math.random(2, th-2) * 16
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),
37
32
onUpdate = function(self, dt)
38
33
if the.player.moved then
39
34
-- this should encapsulate
40
for _, np in ipairs(the.clones.sprites) do
35
for _, np in ipairs(the.notplayers.sprites) do
44
the.clones:collide(self.map)
45
the.player:collide(self.map)
48
the.clones:collide(the.player)
50
39
the.player.moved = false
71
59
self.console.fill.fill[4] = 75
74
onUpdate = function (self, dt)
75
if the.keys:justPressed('f1') then
76
local ss = love.graphics.newScreenshot()
77
ss:encode('screenshot-' ..love.timer.getTime()..'.png')