/ld26

To get this branch, use:
bzr branch /bzr/ld26
5 by Josh C
load a level, move a player around
1
STRICT = true
2
DEBUG = true
3
4
require 'zoetrope'
38 by Josh C
gate
5
--inspect = require 'inspect'
5 by Josh C
load a level, move a player around
6
7
--require 'sprite'
8
require 'version'
9
10
require 'player'
12 by Josh C
area transitions
11
require 'transition'
13 by Josh C
pull data from svg to place objects into the world
12
require 'displacer'
19 by Josh C
inventory (and a flower)
13
require 'inventory'
26 by Josh C
put levels in their own file
14
require 'levels'
34 by Josh C
GET FISH
15
require 'items'
35 by Josh C
troll
16
require 'troll'
38 by Josh C
gate
17
require 'gatetrigger'
19 by Josh C
inventory (and a flower)
18
13 by Josh C
pull data from svg to place objects into the world
19
require 'svg_levels'
5 by Josh C
load a level, move a player around
20
21
GameView = View:extend {
22
   onNew = function (self)
16 by Josh C
fade in
23
              --print('loading level: '..self.level)
25 by Josh C
collision tweaks
24
              if not levels[self.level] then
25
                 error('no such level: '..self.level)
26
              end
16 by Josh C
fade in
27
              for _, obj in ipairs(levels[self.level].objects()) do
28
                 self:add(obj)
38 by Josh C
gate
29
                 --if obj.gateup then print('ADDING GATEUP') end
16 by Josh C
fade in
30
              end
31
              for _, obj in ipairs(svg_objects[self.level]) do
20 by Josh C
don't pick things up twice
32
                 if not the.inventory.items[obj.name] then
33
                    self:add(obj)
34
                 end
16 by Josh C
fade in
35
              end
36
38 by Josh C
gate
37
              --self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
38
19 by Josh C
inventory (and a flower)
39
              self:add(the.inventory)
40
16 by Josh C
fade in
41
              self:flash({0,0,0})
42
5 by Josh C
load a level, move a player around
43
              --self.focus = the.player
44
              --self:clampTo(self.map)
45
           end,
46
   draw = function (self, x, y)
47
             View.draw(self, x, y)
19 by Josh C
inventory (and a flower)
48
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
31 by Josh C
cleanup
49
             --love.graphics.print('version:' .. VERSION, 20, 570)
8 by Josh C
add shore, first pass level switching
50
          end,
51
   onUpdate = function (self, dt)
52
              end
5 by Josh C
load a level, move a player around
53
}
54
55
the.app = App:new {
29 by Josh C
gate
56
   level = 'shore', --default level
5 by Josh C
load a level, move a player around
57
   onRun = function (self)
31 by Josh C
cleanup
58
              print('Version: ' .. VERSION)
29 by Josh C
gate
59
              self.view = GameView:new{level = self.level}
5 by Josh C
load a level, move a player around
60
              if DEBUG then
61
                 self.console:watch('VERSION', 'VERSION')
62
                 self.console:watch('updateTook', 'the.updateTook')
16 by Josh C
fade in
63
                 self.console:watch('view.tween.status', 'the.app.view.tween.status()')
64
                 self.console:watch('view.tween.active', 'the.app.view.tween.active')
5 by Josh C
load a level, move a player around
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
36 by Josh C
flag
70
38 by Josh C
gate
71
              --the.inventory:add(Flag:new())
5 by Josh C
load a level, move a player around
72
           end,
73
   onUpdate = function (self, dt)
74
                 if the.keys:justPressed('escape') then
75
                    self.quit()
76
                 end
77
              end,
78
   update = function (self, dt)
79
               the.updateStart = love.timer.getMicroTime()
80
               App.update(self, dt)
81
               if the.updateStart then
82
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
83
               end
84
            end
85
}
18 by Josh C
village, lake
86
87
-- for accessing from debug console
88
function l(level)
89
   the.app.view = GameView:new{level = level}
29 by Josh C
gate
90
end
91
92
function love.load(arg)
93
   if arg[2] then
94
      the.app.level = arg[2]
95
   end
96
97
   the.app:run()
18 by Josh C
village, lake
98
end