10
10
require 'transition'
11
11
require 'displacer'
16
12
require 'svg_levels'
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'}
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}
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'},
18
53
GameView = View:extend {
19
level = 'shore', --default level
54
level = 'forest1', --default level
20
55
onNew = function (self)
21
56
--print('loading level: '..self.level)
22
if not levels[self.level] then
23
error('no such level: '..self.level)
25
57
for _, obj in ipairs(levels[self.level].objects()) do
28
60
for _, obj in ipairs(svg_objects[self.level]) do
29
if not the.inventory.items[obj.name] then
34
self:add(the.inventory)
36
64
self:flash({0,0,0})
38
66
--self.focus = the.player
41
69
draw = function (self, x, y)
42
70
View.draw(self, x, y)
43
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
71
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
44
72
love.graphics.print('version:' .. VERSION, 20, 570)
46
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'}