/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:
 
1
STRICT = true
 
2
DEBUG = true
 
3
 
 
4
require 'zoetrope'
 
5
 
 
6
--require 'sprite'
 
7
require 'version'
 
8
 
 
9
require 'player'
 
10
require 'transition'
 
11
require 'displacer'
 
12
require 'svg_levels'
 
13
 
 
14
levels = {
 
15
   forest1 = {
 
16
      objects = function() return {
 
17
                      Tile:new{image = 'data/forest1-bg.png'},
 
18
                      Player:new{x = 200, y = 380,
 
19
                                 minY = 330, maxY = 500,
 
20
                                 image = 'data/forest1-player.png'},
 
21
                      Tile:new{image = 'data/forest1-fg.png'}
 
22
                   } end,
 
23
   },
 
24
   shore = {
 
25
      objects = function() return {
 
26
                      Tile:new{image = 'data/shore-bg.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}
 
33
                   } end
 
34
   }
 
35
}
 
36
 
 
37
GameView = View:extend {
 
38
   level = 'forest1', --default level
 
39
   onNew = function (self)
 
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
 
 
50
              --self.focus = the.player
 
51
              --self:clampTo(self.map)
 
52
           end,
 
53
   draw = function (self, x, y)
 
54
             View.draw(self, x, y)
 
55
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
56
             love.graphics.print('version:' .. VERSION, 20, 570)
 
57
          end,
 
58
   onUpdate = function (self, dt)
 
59
                 if the.keys:justPressed('a') then
 
60
                    the.app.view = GameView:new{level = 'forest1'}
 
61
                 elseif the.keys:justPressed('b') then
 
62
                    the.app.view = GameView:new{level = 'shore'}
 
63
                 end
 
64
              end
 
65
}
 
66
 
 
67
the.app = App:new {
 
68
   onRun = function (self)
 
69
              self.view = GameView:new()
 
70
              if DEBUG then
 
71
                 self.console:watch('VERSION', 'VERSION')
 
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')
 
75
                 --self.console:watch('drawTook', 'the.drawTook')
 
76
 
 
77
                 -- back off that dark overlay a bit
 
78
                 self.console.fill.fill[4] = 75
 
79
              end
 
80
           end,
 
81
   onUpdate = function (self, dt)
 
82
                 if the.keys:justPressed('escape') then
 
83
                    self.quit()
 
84
                 end
 
85
              end,
 
86
   update = function (self, dt)
 
87
               the.updateStart = love.timer.getMicroTime()
 
88
               App.update(self, dt)
 
89
               if the.updateStart then
 
90
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
91
               end
 
92
            end
 
93
}