/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:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--inspect = require 'inspect'
6
5
 
7
6
--require 'sprite'
8
7
require 'version'
10
9
require 'player'
11
10
require 'transition'
12
11
require 'displacer'
13
 
require 'inventory'
14
 
require 'levels'
15
 
require 'items'
16
 
require 'troll'
17
 
require 'gatetrigger'
18
 
 
19
12
require 'svg_levels'
20
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
 
21
37
GameView = View:extend {
 
38
   level = 'forest1', --default level
22
39
   onNew = function (self)
23
40
              --print('loading level: '..self.level)
24
 
              if not levels[self.level] then
25
 
                 error('no such level: '..self.level)
26
 
              end
27
41
              for _, obj in ipairs(levels[self.level].objects()) do
28
42
                 self:add(obj)
29
 
                 --if obj.gateup then print('ADDING GATEUP') end
30
43
              end
31
44
              for _, obj in ipairs(svg_objects[self.level]) do
32
 
                 if not the.inventory.items[obj.name] then
33
 
                    self:add(obj)
34
 
                 end
35
 
                 if obj.name == 'flag' then
36
 
                    self:add(obj)
37
 
                 end
 
45
                 self:add(obj)
38
46
              end
39
47
 
40
 
              --self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
41
 
 
42
 
              self:add(the.inventory)
43
 
 
44
48
              self:flash({0,0,0})
45
49
 
46
50
              --self.focus = the.player
48
52
           end,
49
53
   draw = function (self, x, y)
50
54
             View.draw(self, x, y)
51
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
52
 
             --love.graphics.print('version:' .. VERSION, 20, 570)
 
55
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
56
             love.graphics.print('version:' .. VERSION, 20, 570)
53
57
          end,
54
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
55
64
              end
56
65
}
57
66
 
58
67
the.app = App:new {
59
 
   level = 'shore', --default level
60
68
   onRun = function (self)
61
 
              print('Version: ' .. VERSION)
62
 
              self.view = GameView:new{level = self.level}
 
69
              self.view = GameView:new()
63
70
              if DEBUG then
64
71
                 self.console:watch('VERSION', 'VERSION')
65
72
                 self.console:watch('updateTook', 'the.updateTook')
70
77
                 -- back off that dark overlay a bit
71
78
                 self.console.fill.fill[4] = 75
72
79
              end
73
 
 
74
 
              --the.inventory:add(Flag:new())
75
 
              --the.inventory:add(Flower:new())
76
80
           end,
77
81
   onUpdate = function (self, dt)
78
82
                 if the.keys:justPressed('escape') then
87
91
               end
88
92
            end
89
93
}
90
 
 
91
 
function l(level)
92
 
   the.app.view = GameView:new{level = level}
93
 
end
94
 
 
95
 
function love.load(arg)
96
 
   if arg[2] then
97
 
      the.app.level = arg[2]
98
 
   end
99
 
 
100
 
   the.app:run()
101
 
end
 
 
b'\\ No newline at end of file'