16
16
objects = function() return {
17
17
Tile:new{image = 'data/forest1-bg.png'},
18
Player:new{x = 200, y = 370,
18
Player:new{x = 200, y = 380,
19
19
minY = 330, maxY = 500,
20
20
image = 'data/forest1-player.png'},
21
21
Tile:new{image = 'data/forest1-fg.png'}
28
28
minY = 133, maxY = 133,
29
29
image = 'data/shore-player.png'},
30
30
Tile:new{image = 'data/shore-fg.png'},
31
Transition:new{x = 10, y = 133, target = 'forest1'}
31
Transition:new{x = 10, y = 133, target = 'forest1',
32
targetX = 735, targetY = 370}
36
objects = function() return {
37
Tile:new{image = 'data/lake-bg.png'},
38
Player:new{x = 540, y = 266,
39
image = 'data/lake-player.png'},
44
objects = function() return {
45
Tile:new{image = 'data/village-bg.png'},
46
Player:new{x = 121, y = 440,
47
image = 'data/village-player.png'},
36
53
GameView = View:extend {
54
level = 'forest1', --default level
37
55
onNew = function (self)
38
self:newLevel('forest1')
40
--self:loadLayers('data/map.lua')
56
--print('loading level: '..self.level)
57
for _, obj in ipairs(levels[self.level].objects()) do
60
for _, obj in ipairs(svg_objects[self.level]) do
41
66
--self.focus = the.player
42
67
--self:clampTo(self.map)
49
74
onUpdate = function (self, dt)
50
75
if the.keys:justPressed('a') then
51
self:newLevel('forest1')
76
the.app.view = GameView:new{level = 'forest1'}
52
77
elseif the.keys:justPressed('b') then
53
self:newLevel('shore')
56
newLevel = function (self, level)
57
self.sprites = levels[level].objects()
58
for _, obj in ipairs(svg_objects[level]) do
78
the.app.view = GameView:new{level = 'shore'}
68
87
self.console:watch('VERSION', 'VERSION')
69
88
self.console:watch('updateTook', 'the.updateTook')
89
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
90
self.console:watch('view.tween.active', 'the.app.view.tween.active')
70
91
--self.console:watch('drawTook', 'the.drawTook')
72
93
-- back off that dark overlay a bit