5
--inspect = require 'inspect'
13
objects = function() return {
14
Tile:new{image = 'data/forest1-bg.png'},
15
Player:new{x = 200, y = 370,
16
minY = 330, maxY = 500,
17
image = 'data/forest1-player.png'},
18
Tile:new{image = 'data/forest1-fg.png'}
22
objects = function() return {
23
Tile:new{image = 'data/shore-bg.png'},
24
Player:new{x = 145, y = 133,
25
minY = 133, maxY = 133,
26
image = 'data/shore-player.png'},
27
Tile:new{image = 'data/shore-fg.png'}
21
32
GameView = View:extend {
22
33
onNew = function (self)
23
--print('loading level: '..self.level)
24
if not levels[self.level] then
25
error('no such level: '..self.level)
27
for _, obj in ipairs(levels[self.level].objects()) do
29
--if obj.gateup then print('ADDING GATEUP') end
31
for _, obj in ipairs(svg_objects[self.level]) do
32
if not the.inventory.items[obj.name] then
37
--self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
39
self:add(the.inventory)
34
self:newLevel('forest1')
36
--self:loadLayers('data/map.lua')
43
37
--self.focus = the.player
44
38
--self:clampTo(self.map)
46
40
draw = function (self, x, y)
47
41
View.draw(self, x, y)
48
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
49
--love.graphics.print('version:' .. VERSION, 20, 570)
42
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
43
love.graphics.print('version:' .. VERSION, 20, 570)
51
45
onUpdate = function (self, dt)
46
if the.keys:justPressed('a') then
47
self:newLevel('forest1')
48
elseif the.keys:justPressed('b') then
49
self:newLevel('shore')
52
newLevel = function (self, level)
53
self.sprites = levels[level].objects()
55
57
the.app = App:new {
56
level = 'shore', --default level
57
58
onRun = function (self)
58
print('Version: ' .. VERSION)
59
self.view = GameView:new{level = self.level}
59
self.view = GameView:new()
61
61
self.console:watch('VERSION', 'VERSION')
62
62
self.console:watch('updateTook', 'the.updateTook')
63
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
64
self.console:watch('view.tween.active', 'the.app.view.tween.active')
65
63
--self.console:watch('drawTook', 'the.drawTook')
67
-- back off that dark overlay a bit
68
self.console.fill.fill[4] = 75
71
--the.inventory:add(Flag:new())
73
66
onUpdate = function (self, dt)
74
67
if the.keys:justPressed('escape') then