/ld26

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  • Committer: Josh C
  • Date: 2013-04-27 23:43:03 UTC
  • Revision ID: josh@9ix.org-20130427234303-35drcx68t13gb3b8
more transitions and collisions

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require 'player'
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require 'transition'
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require 'displacer'
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require 'inventory'
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require 'levels'
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require 'items'
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require 'troll'
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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 = 380,
 
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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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                                     targetX = 735, targetY = 370}
 
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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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              --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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              end
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              for _, obj in ipairs(levels[self.level].objects()) do
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                 self:add(obj)
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              end
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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(obj)
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                 end
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              end
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              self:add(the.inventory)
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              self:flash({0,0,0})
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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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             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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   level = 'shore', --default level
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   onRun = function (self)
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              print('Version: ' .. VERSION)
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              self.view = GameView:new{level = self.level}
 
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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('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
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                 self.console.fill.fill[4] = 75
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              end
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              the.inventory:add(Flower:new())
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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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               end
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            end
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}
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function l(level)
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   the.app.view = GameView:new{level = level}
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end
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function love.load(arg)
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   if arg[2] then
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      the.app.level = arg[2]
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   end
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   the.app:run()
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end
 
 
b'\\ No newline at end of file'