/ld26

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

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require 'player'
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levels = {
 
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   forest1 = {
 
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      objects = function() return {
 
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                      Tile:new{image = 'data/forest1-bg.png'},
 
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                      Player:new{x = 200, y = 370, image = 'data/forest1-player.png'},
 
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                      Tile:new{image = 'data/forest1-fg.png'}
 
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                   } end,
 
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   },
 
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   shore = {
 
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      objects = function() return {
 
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                      Tile:new{image = 'data/shore-bg.png'},
 
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                      Player:new{x = 145, y = 133, image = 'data/shore-player.png'},
 
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                      Tile:new{image = 'data/shore-fg.png'}
 
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                   } end
 
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   }
 
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}
 
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GameView = View:extend {
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   onNew = function (self)
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              bg = Tile:new{image = 'data/forest1-bg.png'}
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              fg = Tile:new{image = 'data/forest1-fg.png'}
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              the.player = Player:new{x = 196, y = 350}
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              self:add(bg)
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              self:add(the.player)
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              self:add(fg)
 
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              self:newLevel('forest1')
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              --self:loadLayers('data/map.lua')
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              --self.focus = the.player
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   draw = function (self, x, y)
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             View.draw(self, x, y)
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             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
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          end
 
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             love.graphics.print('version:' .. VERSION, 20, 570)
 
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          end,
 
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   onUpdate = function (self, dt)
 
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                 if the.keys:justPressed('a') then
 
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                    self:newLevel('forest1')
 
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                 elseif the.keys:justPressed('b') then
 
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                    self:newLevel('shore')
 
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                 end
 
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              end,
 
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   newLevel = function (self, level)
 
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                 self.sprites = levels[level].objects()
 
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              end
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}
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the.app = App:new {