Add win condition.
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parent
65cf8bd968
commit
4f3d417c95
22
main.lua
22
main.lua
@ -23,6 +23,9 @@ local game = {
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},
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},
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hazards={},
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hazards={},
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drawGrid=false,
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drawGrid=false,
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winState=false,
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big_font=love.graphics.newFont(48, "mono"),
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font=love.graphics.newFont(12, "mono"),
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}
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}
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function t2p(tileDim)
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function t2p(tileDim)
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@ -101,6 +104,13 @@ function love.keyreleased(key)
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if player.dead or player.turtleHit then
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if player.dead or player.turtleHit then
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return
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return
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end
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end
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if game.winState then
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if key == "space" or key == "return" then
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game.winState = false
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resetPlayer()
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end
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return
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end
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local newPos = screenPixelToTilePos(player.pos)
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local newPos = screenPixelToTilePos(player.pos)
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local oldPos = screenPixelToTilePos(player.pos)
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local oldPos = screenPixelToTilePos(player.pos)
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if key == "up" or key == "w" then
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if key == "up" or key == "w" then
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@ -156,7 +166,10 @@ function love.update(dt)
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player.deadTimer = 2
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player.deadTimer = 2
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resetPlayer()
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resetPlayer()
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end
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end
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else
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elseif not game.winState then
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if screenPixelToTilePos(player.turtlePos).x == game.PLAYFIELD_WIDTH then
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game.winState = true
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end
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local playerRect = tilePos2Rect(screenPixelToTilePos(player.pos))
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local playerRect = tilePos2Rect(screenPixelToTilePos(player.pos))
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local turtleRect = tilePos2Rect(screenPixelToTilePos(player.turtlePos))
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local turtleRect = tilePos2Rect(screenPixelToTilePos(player.turtlePos))
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if player.float_speed ~= 0 then
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if player.float_speed ~= 0 then
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@ -282,6 +295,13 @@ function love.draw()
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love.graphics.setColor(1, 1, 1)
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love.graphics.setColor(1, 1, 1)
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end
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end
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love.graphics.draw(player.sprites, player.quads.turtle, x, y + 4)
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love.graphics.draw(player.sprites, player.quads.turtle, x, y + 4)
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if game.winState then
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love.graphics.setColor(0, 0, 0, 0.8)
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love.graphics.rectangle("fill", 0, -32, game.SCREEN_WIDTH, game.SCREEN_HEIGHT)
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love.graphics.setColor(0, 1, 0.2)
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love.graphics.printf("MADE IT!", game.big_font, 64, 12, 200, "center")
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love.graphics.printf("press return to play again", game.font, 64, 128, 200, "center")
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end
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-- </playfield>
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-- </playfield>
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love.graphics.pop()
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love.graphics.pop()
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end
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end
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