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
23
the.clones = Group:new()
38
24
self:add(the.clones)
40
26
the.clones:add(Clone:new {
41
x = math.random(2, tw-2) * 16,
42
y = math.random(2, th-2) * 16
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
if self.level ~= 2 then
54
the.goalPerson:doMove()
57
35
for _, np in ipairs(the.clones.sprites) do
61
-- yeah, again. once for flip, twice for displace
62
the.clones:collide(the.player)
64
the.clones:collide(self.map)
65
the.player:collide(self.map)
66
the.goalPerson:collide(self.map)
68
39
the.clones:collide()
70
if math.random(1,6) == 1 then
71
local c = the.clones.sprites[math.random(the.clones:count())]
72
if self.level == 3 and not c.cured then
73
c.image = 'data/goal.png'
40
the.clones:collide(the.player)
77
42
the.player.moved = false
86
51
the.app = App:new {
89
53
onRun = function (self)
90
54
print('Version: ' .. VERSION)
92
self.view = GameView:new{level = 1}
56
self.view = GameView:new()
95
59
self.console:watch('VERSION', 'VERSION')
96
self.console:watch('level', 'the.view.level')
98
61
-- back off that dark overlay a bit
99
62
self.console.fill.fill[4] = 75