/ld26

To get this branch, use:
bzr branch http://9ix.org/bzr/ld26

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-04-27 18:39:03 UTC
  • Revision ID: josh@9ix.org-20130427183903-3uc24myj115nckj0
scale movement with player size

Show diffs side-by-side

added added

removed removed

Lines of Context:
7
7
require 'version'
8
8
 
9
9
require 'player'
10
 
require 'transition'
11
 
require 'displacer'
12
 
require 'inventory'
13
 
require 'flower'
14
 
require 'levels'
15
10
 
16
 
require 'svg_levels'
 
11
levels = {
 
12
   forest1 = {
 
13
      objects = function() return {
 
14
                      Tile:new{image = 'data/forest1-bg.png'},
 
15
                      Player:new{x = 200, y = 370, image = 'data/forest1-player.png'},
 
16
                      Tile:new{image = 'data/forest1-fg.png'}
 
17
                   } end,
 
18
   },
 
19
   shore = {
 
20
      objects = function() return {
 
21
                      Tile:new{image = 'data/shore-bg.png'},
 
22
                      Player:new{x = 145, y = 133, image = 'data/shore-player.png'},
 
23
                      Tile:new{image = 'data/shore-fg.png'}
 
24
                   } end
 
25
   }
 
26
}
17
27
 
18
28
GameView = View:extend {
19
 
   level = 'shore', --default level
20
29
   onNew = function (self)
21
 
              --print('loading level: '..self.level)
22
 
              if not levels[self.level] then
23
 
                 error('no such level: '..self.level)
24
 
              end
25
 
              for _, obj in ipairs(levels[self.level].objects()) do
26
 
                 self:add(obj)
27
 
              end
28
 
              for _, obj in ipairs(svg_objects[self.level]) do
29
 
                 if not the.inventory.items[obj.name] then
30
 
                    self:add(obj)
31
 
                 end
32
 
              end
33
 
 
34
 
              self:add(the.inventory)
35
 
 
36
 
              self:flash({0,0,0})
37
 
 
 
30
              self:newLevel('forest1')
 
31
 
 
32
              --self:loadLayers('data/map.lua')
38
33
              --self.focus = the.player
39
34
              --self:clampTo(self.map)
40
35
           end,
41
36
   draw = function (self, x, y)
42
37
             View.draw(self, x, y)
43
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
38
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
44
39
             love.graphics.print('version:' .. VERSION, 20, 570)
45
40
          end,
46
41
   onUpdate = function (self, dt)
 
42
                 if the.keys:justPressed('a') then
 
43
                    self:newLevel('forest1')
 
44
                 elseif the.keys:justPressed('b') then
 
45
                    self:newLevel('shore')
 
46
                 end
 
47
              end,
 
48
   newLevel = function (self, level)
 
49
                 self.sprites = levels[level].objects()
47
50
              end
48
51
}
49
52
 
53
56
              if DEBUG then
54
57
                 self.console:watch('VERSION', 'VERSION')
55
58
                 self.console:watch('updateTook', 'the.updateTook')
56
 
                 self.console:watch('view.tween.status', 'the.app.view.tween.status()')
57
 
                 self.console:watch('view.tween.active', 'the.app.view.tween.active')
58
59
                 --self.console:watch('drawTook', 'the.drawTook')
59
 
 
60
 
                 -- back off that dark overlay a bit
61
 
                 self.console.fill.fill[4] = 75
62
60
              end
63
61
           end,
64
62
   onUpdate = function (self, dt)
74
72
               end
75
73
            end
76
74
}
77
 
 
78
 
function l(level)
79
 
   the.app.view = GameView:new{level = level}
80
 
end
 
 
b'\\ No newline at end of file'