/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 19:55:06 UTC
  • Revision ID: josh@9ix.org-20130427195506-xd6p6y8druwyt2sz
area transitions

Show diffs side-by-side

added added

removed removed

Lines of Context:
8
8
 
9
9
require 'player'
10
10
require 'transition'
11
 
require 'displacer'
12
 
require 'inventory'
13
 
require 'levels'
14
 
require 'items'
15
 
require 'troll'
16
11
 
17
 
require 'svg_levels'
 
12
levels = {
 
13
   forest1 = {
 
14
      objects = function() return {
 
15
                      Tile:new{image = 'data/forest1-bg.png'},
 
16
                      Player:new{x = 200, y = 370,
 
17
                                 minY = 330, maxY = 500,
 
18
                                 image = 'data/forest1-player.png'},
 
19
                      Tile:new{image = 'data/forest1-fg.png'}
 
20
                   } end,
 
21
   },
 
22
   shore = {
 
23
      objects = function() return {
 
24
                      Tile:new{image = 'data/shore-bg.png'},
 
25
                      Player:new{x = 145, y = 133,
 
26
                                 minY = 133, maxY = 133,
 
27
                                 image = 'data/shore-player.png'},
 
28
                      Tile:new{image = 'data/shore-fg.png'},
 
29
                      Transition:new{x = 10, y = 133, target = 'forest1'}
 
30
                   } end
 
31
   }
 
32
}
18
33
 
19
34
GameView = View:extend {
20
35
   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
 
 
 
36
              self:newLevel('forest1')
 
37
 
 
38
              --self:loadLayers('data/map.lua')
38
39
              --self.focus = the.player
39
40
              --self:clampTo(self.map)
40
41
           end,
41
42
   draw = function (self, x, y)
42
43
             View.draw(self, x, y)
43
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
44
 
             --love.graphics.print('version:' .. VERSION, 20, 570)
 
44
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
45
             love.graphics.print('version:' .. VERSION, 20, 570)
45
46
          end,
46
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')
 
52
                 end
 
53
              end,
 
54
   newLevel = function (self, level)
 
55
                 self.sprites = levels[level].objects()
47
56
              end
48
57
}
49
58
 
50
59
the.app = App:new {
51
 
   level = 'shore', --default level
52
60
   onRun = function (self)
53
 
              print('Version: ' .. VERSION)
54
 
              self.view = GameView:new{level = self.level}
 
61
              self.view = GameView:new()
55
62
              if DEBUG then
56
63
                 self.console:watch('VERSION', 'VERSION')
57
64
                 self.console:watch('updateTook', 'the.updateTook')
58
 
                 self.console:watch('view.tween.status', 'the.app.view.tween.status()')
59
 
                 self.console:watch('view.tween.active', 'the.app.view.tween.active')
60
65
                 --self.console:watch('drawTook', 'the.drawTook')
61
66
 
62
67
                 -- back off that dark overlay a bit
63
68
                 self.console.fill.fill[4] = 75
64
69
              end
65
 
 
66
 
              --the.inventory:add(Flower:new())
67
70
           end,
68
71
   onUpdate = function (self, dt)
69
72
                 if the.keys:justPressed('escape') then
78
81
               end
79
82
            end
80
83
}
81
 
 
82
 
function l(level)
83
 
   the.app.view = GameView:new{level = level}
84
 
end
85
 
 
86
 
function love.load(arg)
87
 
   if arg[2] then
88
 
      the.app.level = arg[2]
89
 
   end
90
 
 
91
 
   the.app:run()
92
 
end
 
 
b'\\ No newline at end of file'