24
21
Tile:new{image = 'data/forest1-fg.png'}
28
objects = function() return {
29
Tile:new{image = 'data/foresthut-bg.png'},
30
Player:new{x = 745, y = 430,
31
image = 'data/forest1-player.png'},
32
Tile:new{image = 'data/foresthut-fg.png'}
36
25
objects = function() return {
37
26
Tile:new{image = 'data/shore-bg.png'},
55
-- objects = function() return {
56
-- Tile:new{image = 'data/village-bg.png'},
57
-- Player:new{x = 121, y = 440,
58
-- image = 'data/village-player.png'},
63
44
objects = function() return {
64
Tile:new{image = 'data/bridge-bg.png'},
45
Tile:new{image = 'data/village-bg.png'},
65
46
Player:new{x = 121, y = 440,
66
image = 'data/bridge-player.png'},
67
Tile:new{image = 'data/bridge-fg.png'}
47
image = 'data/village-player.png'},
73
53
GameView = View:extend {
74
level = 'shore', --default level
54
level = 'forest1', --default level
75
55
onNew = function (self)
76
56
--print('loading level: '..self.level)
77
if not levels[self.level] then
78
error('no such level: '..self.level)
80
57
for _, obj in ipairs(levels[self.level].objects()) do
83
60
for _, obj in ipairs(svg_objects[self.level]) do
84
if not the.inventory.items[obj.name] then
89
self:add(the.inventory)
91
64
self:flash({0,0,0})
93
66
--self.focus = the.player
96
69
draw = function (self, x, y)
97
70
View.draw(self, x, y)
98
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
71
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
99
72
love.graphics.print('version:' .. VERSION, 20, 570)
101
74
onUpdate = function (self, dt)
75
if the.keys:justPressed('a') then
76
the.app.view = GameView:new{level = 'forest1'}
77
elseif the.keys:justPressed('b') then
78
the.app.view = GameView:new{level = 'shore'}