/ld26

To get this branch, use:
bzr branch http://9ix.org/bzr/ld26

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-04-28 01:24:54 UTC
  • Revision ID: josh@9ix.org-20130428012454-b7kpooluezexnvde
fadeĀ out

Show diffs side-by-side

added added

removed removed

Lines of Context:
8
8
 
9
9
require 'player'
10
10
require 'transition'
 
11
require 'displacer'
 
12
require 'svg_levels'
11
13
 
12
14
levels = {
13
15
   forest1 = {
14
16
      objects = function() return {
15
17
                      Tile:new{image = 'data/forest1-bg.png'},
16
 
                      Player:new{x = 200, y = 370,
 
18
                      Player:new{x = 200, y = 380,
17
19
                                 minY = 330, maxY = 500,
18
20
                                 image = 'data/forest1-player.png'},
19
21
                      Tile:new{image = 'data/forest1-fg.png'}
26
28
                                 minY = 133, maxY = 133,
27
29
                                 image = 'data/shore-player.png'},
28
30
                      Tile:new{image = 'data/shore-fg.png'},
29
 
                      Transition:new{x = 10, y = 133, target = 'forest1'}
 
31
                      Transition:new{x = 10, y = 133, target = 'forest1',
 
32
                                     targetX = 735, targetY = 370}
30
33
                   } end
31
34
   }
32
35
}
33
36
 
34
37
GameView = View:extend {
 
38
   level = 'forest1', --default level
35
39
   onNew = function (self)
36
 
              self:newLevel('forest1')
37
 
 
38
 
              --self:loadLayers('data/map.lua')
 
40
              --print('loading level: '..self.level)
 
41
              for _, obj in ipairs(levels[self.level].objects()) do
 
42
                 self:add(obj)
 
43
              end
 
44
              for _, obj in ipairs(svg_objects[self.level]) do
 
45
                 self:add(obj)
 
46
              end
 
47
 
 
48
              self:flash({0,0,0})
 
49
 
39
50
              --self.focus = the.player
40
51
              --self:clampTo(self.map)
41
52
           end,
46
57
          end,
47
58
   onUpdate = function (self, dt)
48
59
                 if the.keys:justPressed('a') then
49
 
                    self:newLevel('forest1')
 
60
                    the.app.view = GameView:new{level = 'forest1'}
50
61
                 elseif the.keys:justPressed('b') then
51
 
                    self:newLevel('shore')
 
62
                    the.app.view = GameView:new{level = 'shore'}
52
63
                 end
53
 
              end,
54
 
   newLevel = function (self, level)
55
 
                 self.sprites = levels[level].objects()
56
64
              end
57
65
}
58
66
 
62
70
              if DEBUG then
63
71
                 self.console:watch('VERSION', 'VERSION')
64
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')
65
75
                 --self.console:watch('drawTook', 'the.drawTook')
66
76
 
67
77
                 -- back off that dark overlay a bit