/ld26

To get this branch, use:
bzr branch /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
fade out

Show diffs side-by-side

added added

removed removed

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
 
require 'fairyactivator'
19
 
require 'realfairy'
20
 
 
21
12
require 'svg_levels'
22
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
 
23
37
GameView = View:extend {
 
38
   level = 'forest1', --default level
24
39
   onNew = function (self)
25
40
              --print('loading level: '..self.level)
26
 
              if not levels[self.level] then
27
 
                 error('no such level: '..self.level)
28
 
              end
29
41
              for _, obj in ipairs(levels[self.level].objects()) do
30
42
                 self:add(obj)
31
 
                 --if obj.gateup then print('ADDING GATEUP') end
32
43
              end
33
44
              for _, obj in ipairs(svg_objects[self.level]) do
34
 
                 if not the.inventory.items[obj.name] then
35
 
                    self:add(obj)
36
 
                 end
37
 
                 if obj.name == 'flag' then
38
 
                    self:add(obj)
39
 
                 end
 
45
                 self:add(obj)
40
46
              end
41
47
 
42
 
              --self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
43
 
 
44
 
              self:add(the.inventory)
45
 
 
46
48
              self:flash({0,0,0})
47
49
 
48
50
              --self.focus = the.player
50
52
           end,
51
53
   draw = function (self, x, y)
52
54
             View.draw(self, x, y)
53
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
54
 
             --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)
55
57
          end,
56
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
57
64
              end
58
65
}
59
66
 
60
67
the.app = App:new {
61
 
   level = 'shore', --default level
62
68
   onRun = function (self)
63
 
              print('Version: ' .. VERSION)
64
 
              self.view = GameView:new{level = self.level}
 
69
              self.view = GameView:new()
65
70
              if DEBUG then
66
71
                 self.console:watch('VERSION', 'VERSION')
67
72
                 self.console:watch('updateTook', 'the.updateTook')
72
77
                 -- back off that dark overlay a bit
73
78
                 self.console.fill.fill[4] = 75
74
79
              end
75
 
 
76
 
              --the.inventory:add(Flag:new())
77
 
              the.inventory:add(Fairy:new())
78
80
           end,
79
81
   onUpdate = function (self, dt)
80
82
                 if the.keys:justPressed('escape') then
89
91
               end
90
92
            end
91
93
}
92
 
 
93
 
function l(level)
94
 
   the.app.view = GameView:new{level = level}
95
 
end
96
 
 
97
 
function love.load(arg)
98
 
   if arg[2] then
99
 
      the.app.level = arg[2]
100
 
   end
101
 
 
102
 
   the.app:run()
103
 
end
 
 
'\\ No newline at end of file'