13
16
objects = function() return {
14
17
Tile:new{image = 'data/forest1-bg.png'},
15
Player:new{x = 200, y = 370, image = 'data/forest1-player.png'},
18
Player:new{x = 200, y = 380,
19
minY = 330, maxY = 500,
20
image = 'data/forest1-player.png'},
16
21
Tile:new{image = 'data/forest1-fg.png'}
20
25
objects = function() return {
21
26
Tile:new{image = 'data/shore-bg.png'},
22
Player:new{x = 145, y = 133, image = 'data/shore-player.png'},
23
Tile:new{image = 'data/shore-fg.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}
28
37
GameView = View:extend {
38
level = 'forest1', --default level
29
39
onNew = function (self)
30
self:newLevel('forest1')
32
--self:loadLayers('data/map.lua')
40
--print('loading level: '..self.level)
41
for _, obj in ipairs(levels[self.level].objects()) do
44
for _, obj in ipairs(svg_objects[self.level]) do
33
50
--self.focus = the.player
34
51
--self:clampTo(self.map)
41
58
onUpdate = function (self, dt)
42
59
if the.keys:justPressed('a') then
43
self:newLevel('forest1')
60
the.app.view = GameView:new{level = 'forest1'}
44
61
elseif the.keys:justPressed('b') then
45
self:newLevel('shore')
62
the.app.view = GameView:new{level = 'shore'}
48
newLevel = function (self, level)
49
self.sprites = levels[level].objects()
57
71
self.console:watch('VERSION', 'VERSION')
58
72
self.console:watch('updateTook', 'the.updateTook')
73
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
74
self.console:watch('view.tween.active', 'the.app.view.tween.active')
59
75
--self.console:watch('drawTook', 'the.drawTook')
77
-- back off that dark overlay a bit
78
self.console.fill.fill[4] = 75
62
81
onUpdate = function (self, dt)