/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 '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, image = 'data/forest1-player.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, image = 'data/shore-player.png'},
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                      Tile:new{image = 'data/shore-fg.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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              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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                 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)