/ld26

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  • Committer: Josh C
  • Date: 2013-04-27 23:26:34 UTC
  • Revision ID: josh@9ix.org-20130427232634-dimxzr3ds9ewe78d
some transitions in svg

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STRICT = true
 
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DEBUG = true
 
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require 'zoetrope'
 
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--require 'sprite'
 
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require 'version'
 
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require 'player'
 
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require 'transition'
 
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require 'displacer'
 
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require 'svg_levels'
 
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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,
 
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                                 minY = 330, maxY = 500,
 
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                                 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,
 
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                                 minY = 133, maxY = 133,
 
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                                 image = 'data/shore-player.png'},
 
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                      Tile:new{image = 'data/shore-fg.png'},
 
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                      Transition:new{x = 10, y = 133, target = 'forest1'}
 
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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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              self:newLevel('forest1')
 
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              --self:loadLayers('data/map.lua')
 
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              --self.focus = the.player
 
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              --self:clampTo(self.map)
 
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           end,
 
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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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             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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                 for _, obj in ipairs(svg_objects[level]) do
 
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                    self:add(obj)
 
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                 end
 
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              end
 
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}
 
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the.app = App:new {
 
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   onRun = function (self)
 
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              self.view = GameView:new()
 
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              if DEBUG then
 
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                 self.console:watch('VERSION', 'VERSION')
 
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                 self.console:watch('updateTook', 'the.updateTook')
 
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                 --self.console:watch('drawTook', 'the.drawTook')
 
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                 -- back off that dark overlay a bit
 
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                 self.console.fill.fill[4] = 75
 
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              end
 
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           end,
 
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   onUpdate = function (self, dt)
 
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                 if the.keys:justPressed('escape') then
 
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                    self.quit()
 
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                 end
 
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              end,
 
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   update = function (self, dt)
 
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               the.updateStart = love.timer.getMicroTime()
 
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               App.update(self, dt)
 
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               if the.updateStart then
 
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                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
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               end
 
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            end
 
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}