/ld28

To get this branch, use:
bzr branch http://9ix.org/bzr/ld28
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STRICT = true
DEBUG = true

require 'zoetrope'
deque = require 'deque'
--inspect = require 'inspect'
require 'sprite'

require 'util'
require 'version'
require 'player'
require 'clone'
require 'goal'
require 'goal_person'

dirs = {'left', 'right', 'up', 'down'}

GameView = View:extend {
   onNew = function (self)
              self:loadLayers('data/map.lua')

              local tw = math.floor(the.app.width / 16)
              local th = math.floor(the.app.height / 16)

              the.player = Player:new{
                 x = math.random(2, tw-2) * 16,
                 y = math.random(2, th-2) * 16
              }
              self:add(the.player)

              the.goalPerson = GoalPerson:new{
                 x = math.random(2, tw-2) * 16,
                 y = math.random(2, th-2) * 16
              }
              self:add(the.goalPerson)

              the.clones = Group:new()
              self:add(the.clones)
              for _ = 1, 15 do
                 the.clones:add(Clone:new {
                                   x = math.random(2, tw-2) * 16,
                                   y = math.random(2, th-2) * 16
                                })
              end

              if self.level ~= 1 then
                 self:flash({0,0,0})
              end
           end,
   onUpdate = function(self, dt)
                 if the.player.moved then
                    the.clones:collide(the.player)
                    the.goalPerson:collide(the.player)

                    if self.level ~= 2 then
                       the.goalPerson:doMove()
                    end

                    for _, np in ipairs(the.clones.sprites) do
                       np:doMove()
                    end

                    -- yeah, again.  once for flip, twice for displace
                    the.clones:collide(the.player)
                    the.goalPerson:collide(the.player) -- will this fix?

                    the.clones:collide(self.map)
                    the.player:collide(self.map)
                    the.goalPerson:collide(self.map)

                    the.clones:collide()

                    if math.random(1,6) == 1 then
                       local c = the.clones.sprites[math.random(the.clones:count())]
                       if self.level == 3 and not c.cured then
                          c.image = 'data/goal.png'
                       end
                    end

                    the.player.moved = false
                 end

                 if the.keys:justPressed('escape', 'q') then
                    the.app:quit()
                 end
              end,
}

SlowView = View:extend {
   onNew = function(self)
              local text = Text:new {
                 text = 'Your movements have slowed...',
                 --height = the.app.height,
                 width = the.app.width,
                 align = 'center',
                 font = 18
              }
              text:centerAround(the.app.width / 2, the.app.height / 2)
              self:add(text)

              self.timer:after(2, function()
                 the.app.view = GameView:new{level = self.level}
              end)
           end
}

WinView = View:extend {
   onNew = function(self)
              local text = Text:new {
                 text = 'You win!',
                 width = the.app.width,
                 align = 'center',
                 font = 18
              }
              text:centerAround(the.app.width / 2, the.app.height / 2)
              self:add(text)
           end
}

the.app = App:new {
   name = "LD28",
   fps = 30,
   onRun = function (self)
              print('Version: ' .. VERSION)

              self.view = GameView:new{level = 1}
              --self.view = SlowView:new{level = 1}

              if DEBUG then
                 self.console:watch('VERSION', 'VERSION')
                 self.console:watch('level', 'the.view.level')

                 -- back off that dark overlay a bit
                 self.console.fill.fill[4] = 75
              end
           end,
   onUpdate = function (self, dt)
                 if the.keys:justPressed('f1') then
                    local ss = love.graphics.newScreenshot()
                    ss:encode('screenshot-' ..love.timer.getTime()..'.png')
                 end
              end
}