/ld26

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bzr branch /bzr/ld26
5 by Josh C
load a level, move a player around
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STRICT = true
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DEBUG = true
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require 'zoetrope'
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--require 'sprite'
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require 'version'
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require 'player'
12 by Josh C
area transitions
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require 'transition'
13 by Josh C
pull data from svg to place objects into the world
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require 'displacer'
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require 'svg_levels'
5 by Josh C
load a level, move a player around
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9 by Josh C
levels hash, scale player
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levels = {
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   forest1 = {
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      objects = function() return {
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                      Tile:new{image = 'data/forest1-bg.png'},
15 by Josh C
more transitions and collisions
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                      Player:new{x = 200, y = 380,
11 by Josh C
player min/maxY on a level
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                                 minY = 330, maxY = 500,
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                                 image = 'data/forest1-player.png'},
9 by Josh C
levels hash, scale player
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                      Tile:new{image = 'data/forest1-fg.png'}
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                   } end,
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   },
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   shore = {
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      objects = function() return {
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                      Tile:new{image = 'data/shore-bg.png'},
11 by Josh C
player min/maxY on a level
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                      Player:new{x = 145, y = 133,
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                                 minY = 133, maxY = 133,
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                                 image = 'data/shore-player.png'},
12 by Josh C
area transitions
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                      Tile:new{image = 'data/shore-fg.png'},
15 by Josh C
more transitions and collisions
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                      Transition:new{x = 10, y = 133, target = 'forest1',
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                                     targetX = 735, targetY = 370}
9 by Josh C
levels hash, scale player
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                   } end
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   }
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}
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5 by Josh C
load a level, move a player around
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GameView = View:extend {
16 by Josh C
fade in
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   level = 'forest1', --default level
5 by Josh C
load a level, move a player around
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   onNew = function (self)
16 by Josh C
fade in
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              --print('loading level: '..self.level)
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              for _, obj in ipairs(levels[self.level].objects()) do
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                 self:add(obj)
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              end
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              for _, obj in ipairs(svg_objects[self.level]) do
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                 self:add(obj)
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              end
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              self:flash({0,0,0})
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5 by Josh C
load a level, move a player around
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              --self.focus = the.player
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              --self:clampTo(self.map)
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           end,
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   draw = function (self, x, y)
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             View.draw(self, x, y)
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             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
7 by Josh C
show version
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             love.graphics.print('version:' .. VERSION, 20, 570)
8 by Josh C
add shore, first pass level switching
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          end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('a') then
16 by Josh C
fade in
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                    the.app.view = GameView:new{level = 'forest1'}
8 by Josh C
add shore, first pass level switching
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                 elseif the.keys:justPressed('b') then
16 by Josh C
fade in
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                    the.app.view = GameView:new{level = 'shore'}
13 by Josh C
pull data from svg to place objects into the world
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                 end
8 by Josh C
add shore, first pass level switching
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              end
5 by Josh C
load a level, move a player around
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}
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the.app = App:new {
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   onRun = function (self)
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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('updateTook', 'the.updateTook')
16 by Josh C
fade in
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                 self.console:watch('view.tween.status', 'the.app.view.tween.status()')
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                 self.console:watch('view.tween.active', 'the.app.view.tween.active')
5 by Josh C
load a level, move a player around
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                 --self.console:watch('drawTook', 'the.drawTook')
12 by Josh C
area transitions
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                 -- back off that dark overlay a bit
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                 self.console.fill.fill[4] = 75
5 by Josh C
load a level, move a player around
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              end
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('escape') then
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                    self.quit()
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                 end
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              end,
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   update = function (self, dt)
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               the.updateStart = love.timer.getMicroTime()
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               App.update(self, dt)
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               if the.updateStart then
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                  the.updateTook = love.timer.getMicroTime() - the.updateStart
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               end
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            end
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}