bzr branch
http://9ix.org/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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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' |
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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' |
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45
by Josh C
boat |
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require 'boat' |
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) |
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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 |
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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) |
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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 |
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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 |
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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 |
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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) |
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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 |
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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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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') |
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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') |
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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 |
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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()) |
49
by Josh C
out of bounds |
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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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} |
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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} |
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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() |
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18
by Josh C
village, lake |
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end |