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require 'transition'
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require 'displacer'
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require 'svg_levels'
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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 = 380,
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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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objects = function() return {
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Tile:new{image = 'data/foresthut-bg.png'},
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Player:new{x = 745, y = 430,
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image = 'data/forest1-player.png'},
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Tile:new{image = 'data/foresthut-fg.png'}
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objects = function() return {
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Tile:new{image = 'data/shore-bg.png'},
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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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targetX = 735, targetY = 370}
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Transition:new{x = 10, y = 133, target = 'forest1'}
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objects = function() return {
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Tile:new{image = 'data/lake-bg.png'},
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Player:new{x = 540, y = 266,
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image = 'data/lake-player.png'},
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-- objects = function() return {
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-- Tile:new{image = 'data/village-bg.png'},
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-- Player:new{x = 121, y = 440,
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-- image = 'data/village-player.png'},
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objects = function() return {
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Tile:new{image = 'data/bridge-bg.png'},
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Player:new{x = 121, y = 440,
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image = 'data/bridge-player.png'},
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Tile:new{image = 'data/bridge-fg.png'}
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GameView = View:extend {
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level = 'shore', --default level
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onNew = function (self)
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--print('loading level: '..self.level)
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if not levels[self.level] then
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error('no such level: '..self.level)
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for _, obj in ipairs(levels[self.level].objects()) do
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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)
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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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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('FPS:' .. love.timer.getFPS(), 20, 20)
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love.graphics.print('version:' .. VERSION, 20, 570)
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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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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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68
self.console:watch('VERSION', 'VERSION')
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self.console:watch('updateTook', 'the.updateTook')
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self.console:watch('view.tween.status', 'the.app.view.tween.status()')
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self.console:watch('view.tween.active', 'the.app.view.tween.active')
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--self.console:watch('drawTook', 'the.drawTook')
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-- back off that dark overlay a bit