14
objects = function() return {
15
Tile:new{image = 'data/forest1-bg.png'},
16
Player:new{x = 200, y = 370,
17
minY = 330, maxY = 500,
18
image = 'data/forest1-player.png'},
19
Tile:new{image = 'data/forest1-fg.png'}
23
objects = function() return {
24
Tile:new{image = 'data/shore-bg.png'},
25
Player:new{x = 145, y = 133,
26
minY = 133, maxY = 133,
27
image = 'data/shore-player.png'},
28
Tile:new{image = 'data/shore-fg.png'},
29
Transition:new{x = 10, y = 133, target = 'forest1'}
34
GameView = View:extend {
35
onNew = function (self)
36
self:newLevel('forest1')
38
--self:loadLayers('data/map.lua')
39
--self.focus = the.player
40
--self:clampTo(self.map)
42
draw = function (self, x, y)
44
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
45
love.graphics.print('version:' .. VERSION, 20, 570)
47
onUpdate = function (self, dt)
48
if the.keys:justPressed('a') then
49
self:newLevel('forest1')
50
elseif the.keys:justPressed('b') then
51
self:newLevel('shore')
54
newLevel = function (self, level)
55
self.sprites = levels[level].objects()
60
onRun = function (self)
61
self.view = GameView:new()
63
self.console:watch('VERSION', 'VERSION')
64
self.console:watch('updateTook', 'the.updateTook')
65
--self.console:watch('drawTook', 'the.drawTook')
67
-- back off that dark overlay a bit
68
self.console.fill.fill[4] = 75
71
onUpdate = function (self, dt)
72
if the.keys:justPressed('escape') then
76
update = function (self, dt)
77
the.updateStart = love.timer.getMicroTime()
79
if the.updateStart then
80
the.updateTook = love.timer.getMicroTime() - the.updateStart