10
10
require 'transition'
14
16
objects = function() return {
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Tile:new{image = 'data/forest1-bg.png'},
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Player:new{x = 200, y = 370,
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Player:new{x = 200, y = 380,
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minY = 330, maxY = 500,
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image = 'data/forest1-player.png'},
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Tile:new{image = 'data/forest1-fg.png'}
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minY = 133, maxY = 133,
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image = 'data/shore-player.png'},
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Tile:new{image = 'data/shore-fg.png'},
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Transition:new{x = 10, y = 133, target = 'forest1'}
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Transition:new{x = 10, y = 133, target = 'forest1',
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targetX = 735, targetY = 370}
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objects = function() return {
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Tile:new{image = 'data/lake-bg.png'},
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Player:new{x = 540, y = 266,
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image = 'data/lake-player.png'},
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objects = function() return {
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Tile:new{image = 'data/village-bg.png'},
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Player:new{x = 121, y = 440,
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image = 'data/village-player.png'},
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53
GameView = View:extend {
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level = 'forest1', --default level
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onNew = function (self)
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self:newLevel('forest1')
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--self:loadLayers('data/map.lua')
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--print('loading level: '..self.level)
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for _, obj in ipairs(levels[self.level].objects()) do
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for _, obj in ipairs(svg_objects[self.level]) do
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66
--self.focus = the.player
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67
--self:clampTo(self.map)
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74
onUpdate = function (self, dt)
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if the.keys:justPressed('a') then
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self:newLevel('forest1')
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the.app.view = GameView:new{level = 'forest1'}
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77
elseif the.keys:justPressed('b') then
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self:newLevel('shore')
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the.app.view = GameView:new{level = 'shore'}
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newLevel = function (self, level)
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self.sprites = levels[level].objects()
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87
self.console:watch('VERSION', 'VERSION')
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88
self.console:watch('updateTook', 'the.updateTook')
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self.console:watch('view.tween.status', 'the.app.view.tween.status()')
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self.console:watch('view.tween.active', 'the.app.view.tween.active')
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91
--self.console:watch('drawTook', 'the.drawTook')
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93
-- back off that dark overlay a bit