31
34
Transition:new{x = 10, y = 133, target = 'forest1',
32
35
targetX = 735, targetY = 370}
39
objects = function() return {
40
Tile:new{image = 'data/lake-bg.png'},
41
Player:new{x = 540, y = 266,
42
image = 'data/lake-player.png'},
47
objects = function() return {
48
Tile:new{image = 'data/village-bg.png'},
49
Player:new{x = 121, y = 440,
50
image = 'data/village-player.png'},
37
56
GameView = View:extend {
57
level = 'forest1', --default level
38
58
onNew = function (self)
39
self:newLevel('forest1')
41
--self:loadLayers('data/map.lua')
59
--print('loading level: '..self.level)
60
for _, obj in ipairs(levels[self.level].objects()) do
63
for _, obj in ipairs(svg_objects[self.level]) do
67
self:add(the.inventory)
42
71
--self.focus = the.player
43
72
--self:clampTo(self.map)
45
74
draw = function (self, x, y)
46
75
View.draw(self, x, y)
47
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
76
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
48
77
love.graphics.print('version:' .. VERSION, 20, 570)
50
79
onUpdate = function (self, dt)
51
80
if the.keys:justPressed('a') then
52
self:newLevel('forest1')
81
the.app.view = GameView:new{level = 'forest1'}
53
82
elseif the.keys:justPressed('b') then
54
self:newLevel('shore')
57
newLevel = function (self, level)
58
self.sprites = levels[level].objects()
59
for _, obj in ipairs(svg_objects[level]) do
83
the.app.view = GameView:new{level = 'shore'}
69
92
self.console:watch('VERSION', 'VERSION')
70
93
self.console:watch('updateTook', 'the.updateTook')
94
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
95
self.console:watch('view.tween.active', 'the.app.view.tween.active')
71
96
--self.console:watch('drawTook', 'the.drawTook')
73
98
-- back off that dark overlay a bit