/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 22:53:39 UTC
  • Revision ID: josh@9ix.org-20130427225339-6b4me5c8wi7y3jl0
pull data from svg to place objects into the world

Show diffs side-by-side

added added

removed removed

Lines of Context:
15
15
   forest1 = {
16
16
      objects = function() return {
17
17
                      Tile:new{image = 'data/forest1-bg.png'},
18
 
                      Player:new{x = 200, y = 380,
 
18
                      Player:new{x = 200, y = 370,
19
19
                                 minY = 330, maxY = 500,
20
20
                                 image = 'data/forest1-player.png'},
21
21
                      Tile:new{image = 'data/forest1-fg.png'}
28
28
                                 minY = 133, maxY = 133,
29
29
                                 image = 'data/shore-player.png'},
30
30
                      Tile:new{image = 'data/shore-fg.png'},
31
 
                      Transition:new{x = 10, y = 133, target = 'forest1',
32
 
                                     targetX = 735, targetY = 370}
 
31
                      Transition:new{x = 10, y = 133, target = 'forest1'}
33
32
                   } end
34
33
   }
35
34
}
36
35
 
37
36
GameView = View:extend {
38
 
   level = 'forest1', --default level
39
37
   onNew = function (self)
40
 
              --print('loading level: '..self.level)
41
 
              for _, obj in ipairs(levels[self.level].objects()) do
42
 
                 self:add(obj)
43
 
              end
44
 
              for _, obj in ipairs(svg_objects[self.level]) do
45
 
                 self:add(obj)
46
 
              end
47
 
 
48
 
              self:flash({0,0,0})
49
 
 
 
38
              self:newLevel('forest1')
 
39
 
 
40
              --self:loadLayers('data/map.lua')
50
41
              --self.focus = the.player
51
42
              --self:clampTo(self.map)
52
43
           end,
57
48
          end,
58
49
   onUpdate = function (self, dt)
59
50
                 if the.keys:justPressed('a') then
60
 
                    the.app.view = GameView:new{level = 'forest1'}
 
51
                    self:newLevel('forest1')
61
52
                 elseif the.keys:justPressed('b') then
62
 
                    the.app.view = GameView:new{level = 'shore'}
 
53
                    self:newLevel('shore')
 
54
                 end
 
55
              end,
 
56
   newLevel = function (self, level)
 
57
                 self.sprites = levels[level].objects()
 
58
                 for _, obj in ipairs(svg_objects[level]) do
 
59
                    self:add(obj)
63
60
                 end
64
61
              end
65
62
}
70
67
              if DEBUG then
71
68
                 self.console:watch('VERSION', 'VERSION')
72
69
                 self.console:watch('updateTook', 'the.updateTook')
73
 
                 self.console:watch('view.tween.status', 'the.app.view.tween.status()')
74
 
                 self.console:watch('view.tween.active', 'the.app.view.tween.active')
75
70
                 --self.console:watch('drawTook', 'the.drawTook')
76
71
 
77
72
                 -- back off that dark overlay a bit