5
--inspect = require 'inspect'
18
require 'fairyactivator'
24
GameView = View:extend {
25
onNew = function (self)
26
--print('loading level: '..self.level)
27
if not levels[self.level] then
28
error('no such level: '..self.level)
30
for _, obj in ipairs(levels[self.level].objects()) do
32
--if obj.gateup then print('ADDING GATEUP') end
34
for _, obj in ipairs(svg_objects[self.level]) do
35
if not the.inventory.items[obj.name] then
38
if obj.name == 'flag' then
43
--self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
45
self:add(the.inventory)
49
--self.focus = the.player
50
--self:clampTo(self.map)
52
draw = function (self, x, y)
54
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
55
--love.graphics.print('version:' .. VERSION, 20, 570)
57
onUpdate = function (self, dt)
62
level = 'shore', --default level
63
onRun = function (self)
64
print('Version: ' .. VERSION)
65
self.view = GameView:new{level = self.level}
67
self.console:watch('VERSION', 'VERSION')
68
self.console:watch('updateTook', 'the.updateTook')
69
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
70
self.console:watch('view.tween.active', 'the.app.view.tween.active')
71
--self.console:watch('drawTook', 'the.drawTook')
73
-- back off that dark overlay a bit
74
self.console.fill.fill[4] = 75
77
--the.inventory:add(Flag:new())
78
--the.inventory:add(Fairy:new())
80
onUpdate = function (self, dt)
81
if the.keys:justPressed('escape') then
85
update = function (self, dt)
86
the.updateStart = love.timer.getMicroTime()
88
if the.updateStart then
89
the.updateTook = love.timer.getMicroTime() - the.updateStart
95
the.app.view = GameView:new{level = level}
98
function love.load(arg)
100
the.app.level = arg[2]
b'\\ No newline at end of file'