/ld26

To get this branch, use:
bzr branch http://9ix.org/bzr/ld26
5 by Josh C
load a level, move a player around
1
STRICT = true
2
DEBUG = true
3
4
require 'zoetrope'
5
6
--require 'sprite'
7
require 'version'
8
9
require 'player'
12 by Josh C
area transitions
10
require 'transition'
5 by Josh C
load a level, move a player around
11
9 by Josh C
levels hash, scale player
12
levels = {
13
   forest1 = {
14
      objects = function() return {
15
                      Tile:new{image = 'data/forest1-bg.png'},
11 by Josh C
player min/maxY on a level
16
                      Player:new{x = 200, y = 370,
17
                                 minY = 330, maxY = 500,
18
                                 image = 'data/forest1-player.png'},
9 by Josh C
levels hash, scale player
19
                      Tile:new{image = 'data/forest1-fg.png'}
20
                   } end,
21
   },
22
   shore = {
23
      objects = function() return {
24
                      Tile:new{image = 'data/shore-bg.png'},
11 by Josh C
player min/maxY on a level
25
                      Player:new{x = 145, y = 133,
26
                                 minY = 133, maxY = 133,
27
                                 image = 'data/shore-player.png'},
12 by Josh C
area transitions
28
                      Tile:new{image = 'data/shore-fg.png'},
29
                      Transition:new{x = 10, y = 133, target = 'forest1'}
9 by Josh C
levels hash, scale player
30
                   } end
31
   }
32
}
33
5 by Josh C
load a level, move a player around
34
GameView = View:extend {
35
   onNew = function (self)
8 by Josh C
add shore, first pass level switching
36
              self:newLevel('forest1')
5 by Josh C
load a level, move a player around
37
38
              --self:loadLayers('data/map.lua')
39
              --self.focus = the.player
40
              --self:clampTo(self.map)
41
           end,
42
   draw = function (self, x, y)
43
             View.draw(self, x, y)
44
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
7 by Josh C
show version
45
             love.graphics.print('version:' .. VERSION, 20, 570)
8 by Josh C
add shore, first pass level switching
46
          end,
47
   onUpdate = function (self, dt)
48
                 if the.keys:justPressed('a') then
49
                    self:newLevel('forest1')
50
                 elseif the.keys:justPressed('b') then
51
                    self:newLevel('shore')
52
                 end
53
              end,
54
   newLevel = function (self, level)
9 by Josh C
levels hash, scale player
55
                 self.sprites = levels[level].objects()
8 by Josh C
add shore, first pass level switching
56
              end
5 by Josh C
load a level, move a player around
57
}
58
59
the.app = App:new {
60
   onRun = function (self)
61
              self.view = GameView:new()
62
              if DEBUG then
63
                 self.console:watch('VERSION', 'VERSION')
64
                 self.console:watch('updateTook', 'the.updateTook')
65
                 --self.console:watch('drawTook', 'the.drawTook')
12 by Josh C
area transitions
66
67
                 -- back off that dark overlay a bit
68
                 self.console.fill.fill[4] = 75
5 by Josh C
load a level, move a player around
69
              end
70
           end,
71
   onUpdate = function (self, dt)
72
                 if the.keys:justPressed('escape') then
73
                    self.quit()
74
                 end
75
              end,
76
   update = function (self, dt)
77
               the.updateStart = love.timer.getMicroTime()
78
               App.update(self, dt)
79
               if the.updateStart then
80
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
81
               end
82
            end
83
}