10
10
require 'transition'
19
14
objects = function() return {
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15
Tile:new{image = 'data/forest1-bg.png'},
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Player:new{x = 200, y = 380,
16
Player:new{x = 200, y = 370,
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17
minY = 330, maxY = 500,
23
18
image = 'data/forest1-player.png'},
24
19
Tile:new{image = 'data/forest1-fg.png'}
28
objects = function() return {
29
Tile:new{image = 'data/foresthut-bg.png'},
30
Player:new{x = 745, y = 430,
31
image = 'data/forest1-player.png'},
32
Tile:new{image = 'data/foresthut-fg.png'}
36
23
objects = function() return {
37
24
Tile:new{image = 'data/shore-bg.png'},
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26
minY = 133, maxY = 133,
40
27
image = 'data/shore-player.png'},
41
28
Tile:new{image = 'data/shore-fg.png'},
42
Transition:new{x = 10, y = 133, target = 'forest1',
43
targetX = 735, targetY = 370}
29
Transition:new{x = 10, y = 133, target = 'forest1'}
47
objects = function() return {
48
Tile:new{image = 'data/lake-bg.png'},
49
Player:new{x = 540, y = 266,
50
image = 'data/lake-player.png'},
55
-- objects = function() return {
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-- Tile:new{image = 'data/village-bg.png'},
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-- Player:new{x = 121, y = 440,
58
-- image = 'data/village-player.png'},
63
objects = function() return {
64
Tile:new{image = 'data/bridge-bg.png'},
65
Player:new{x = 121, y = 440,
66
image = 'data/bridge-player.png'},
67
Tile:new{image = 'data/bridge-fg.png'}
73
34
GameView = View:extend {
74
level = 'shore', --default level
75
35
onNew = function (self)
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--print('loading level: '..self.level)
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if not levels[self.level] then
78
error('no such level: '..self.level)
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for _, obj in ipairs(levels[self.level].objects()) do
83
for _, obj in ipairs(svg_objects[self.level]) do
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if not the.inventory.items[obj.name] then
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self:add(the.inventory)
36
self:newLevel('forest1')
38
--self:loadLayers('data/map.lua')
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39
--self.focus = the.player
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40
--self:clampTo(self.map)
96
42
draw = function (self, x, y)
97
43
View.draw(self, x, y)
98
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
44
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
99
45
love.graphics.print('version:' .. VERSION, 20, 570)
101
47
onUpdate = function (self, dt)
48
if the.keys:justPressed('a') then
49
self:newLevel('forest1')
50
elseif the.keys:justPressed('b') then
51
self:newLevel('shore')
54
newLevel = function (self, level)
55
self.sprites = levels[level].objects()
109
63
self.console:watch('VERSION', 'VERSION')
110
64
self.console:watch('updateTook', 'the.updateTook')
111
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
112
self.console:watch('view.tween.active', 'the.app.view.tween.active')
113
65
--self.console:watch('drawTook', 'the.drawTook')
115
67
-- back off that dark overlay a bit