/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'
38 by Josh C
gate
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--inspect = require 'inspect'
5 by Josh C
load a level, move a player around
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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'
19 by Josh C
inventory (and a flower)
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require 'inventory'
26 by Josh C
put levels in their own file
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require 'levels'
34 by Josh C
GET FISH
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require 'items'
35 by Josh C
troll
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require 'troll'
38 by Josh C
gate
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require 'gatetrigger'
42 by Josh C
be moved
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require 'fairyactivator'
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require 'realfairy'
19 by Josh C
inventory (and a flower)
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13 by Josh C
pull data from svg to place objects into the world
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require 'svg_levels'
5 by Josh C
load a level, move a player around
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GameView = View:extend {
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   onNew = function (self)
16 by Josh C
fade in
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              --print('loading level: '..self.level)
25 by Josh C
collision tweaks
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              if not levels[self.level] then
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                 error('no such level: '..self.level)
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              end
16 by Josh C
fade in
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              for _, obj in ipairs(levels[self.level].objects()) do
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                 self:add(obj)
38 by Josh C
gate
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                 --if obj.gateup then print('ADDING GATEUP') end
16 by Josh C
fade in
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              end
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              for _, obj in ipairs(svg_objects[self.level]) do
20 by Josh C
don't pick things up twice
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                 if not the.inventory.items[obj.name] then
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                    self:add(obj)
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                 end
40 by Josh C
dragon flag special case
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                 if obj.name == 'flag' then
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                    self:add(obj)
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                 end
16 by Josh C
fade in
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              end
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38 by Josh C
gate
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              --self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
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19 by Josh C
inventory (and a flower)
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              self:add(the.inventory)
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16 by Josh C
fade in
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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)
19 by Josh C
inventory (and a flower)
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             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
31 by Josh C
cleanup
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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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              end
5 by Josh C
load a level, move a player around
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}
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the.app = App:new {
29 by Josh C
gate
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   level = 'shore', --default level
5 by Josh C
load a level, move a player around
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   onRun = function (self)
31 by Josh C
cleanup
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              print('Version: ' .. VERSION)
29 by Josh C
gate
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              self.view = GameView:new{level = self.level}
5 by Josh C
load a level, move a player around
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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
36 by Josh C
flag
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38 by Josh C
gate
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              --the.inventory:add(Flag:new())
41 by Josh C
fairy
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              the.inventory:add(Fairy:new())
5 by Josh C
load a level, move a player around
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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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}
18 by Josh C
village, lake
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-- for accessing from debug console
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function l(level)
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   the.app.view = GameView:new{level = level}
29 by Josh C
gate
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end
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function love.load(arg)
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   if arg[2] then
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      the.app.level = arg[2]
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   end
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   the.app:run()
18 by Josh C
village, lake
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end