/ld28

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  • Committer: Josh C
  • Date: 2013-12-14 17:35:23 UTC
  • Revision ID: josh@9ix.org-20131214173523-8g4gd5hlk4fix1r6
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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 '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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              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.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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              for _ = 1, 14 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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                                       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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                    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.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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                    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.clones:collide(the.player)
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                    the.player.moved = false
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                 end
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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{level = 1}
 
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              self.view = GameView:new()
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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