/ld26

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  • Committer: Josh C
  • Date: 2013-04-28 01:21:46 UTC
  • Revision ID: josh@9ix.org-20130428012146-42c1hx6r1g7y1kgu
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}
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GameView = View:extend {
 
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   level = 'forest1', --default level
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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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              --print('loading level: '..self.level)
 
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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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                 self:add(obj)
 
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              end
 
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              self:flash({0,0,0})
 
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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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          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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                    the.app.view = GameView:new{level = '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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                    the.app.view = GameView:new{level = 'shore'}
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                 end
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              end
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}
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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