16
objects = function() return {
17
Tile:new{image = 'data/forest1-bg.png'},
18
Player:new{x = 200, y = 380,
19
minY = 330, maxY = 500,
20
image = 'data/forest1-player.png'},
21
Tile:new{image = 'data/forest1-fg.png'}
25
objects = function() return {
26
Tile:new{image = 'data/shore-bg.png'},
27
Player:new{x = 145, y = 133,
28
minY = 133, maxY = 133,
29
image = 'data/shore-player.png'},
30
Tile:new{image = 'data/shore-fg.png'},
31
Transition:new{x = 10, y = 133, target = 'forest1',
32
targetX = 735, targetY = 370}
37
GameView = View:extend {
38
onNew = function (self)
39
self:newLevel('forest1')
41
--self:loadLayers('data/map.lua')
42
--self.focus = the.player
43
--self:clampTo(self.map)
45
draw = function (self, x, y)
47
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
48
love.graphics.print('version:' .. VERSION, 20, 570)
50
onUpdate = function (self, dt)
51
if the.keys:justPressed('a') then
52
self:newLevel('forest1')
53
elseif the.keys:justPressed('b') then
54
self:newLevel('shore')
57
newLevel = function (self, level)
58
self.sprites = levels[level].objects()
59
for _, obj in ipairs(svg_objects[level]) do
66
onRun = function (self)
67
self.view = GameView:new()
69
self.console:watch('VERSION', 'VERSION')
70
self.console:watch('updateTook', 'the.updateTook')
71
--self.console:watch('drawTook', 'the.drawTook')
73
-- back off that dark overlay a bit
74
self.console.fill.fill[4] = 75
77
onUpdate = function (self, dt)
78
if the.keys:justPressed('escape') then
82
update = function (self, dt)
83
the.updateStart = love.timer.getMicroTime()
85
if the.updateStart then
86
the.updateTook = love.timer.getMicroTime() - the.updateStart