/ld26

To get this branch, use:
bzr branch http://9ix.org/bzr/ld26

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-04-27 16:36:28 UTC
  • Revision ID: josh@9ix.org-20130427163628-njxr0kch1ail2y4s
build system

Show diffs side-by-side

added added

removed removed

Lines of Context:
1
 
STRICT = true
2
 
DEBUG = true
3
 
 
4
 
require 'zoetrope'
5
 
 
6
 
--require 'sprite'
7
 
require 'version'
8
 
 
9
 
require 'player'
10
 
require 'transition'
11
 
 
12
 
levels = {
13
 
   forest1 = {
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'}
20
 
                   } end,
21
 
   },
22
 
   shore = {
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'}
30
 
                   } end
31
 
   }
32
 
}
33
 
 
34
 
GameView = View:extend {
35
 
   onNew = function (self)
36
 
              self:newLevel('forest1')
37
 
 
38
 
              --self:loadLayers('data/map.lua')
39
 
              --self.focus = the.player
40
 
              --self:clampTo(self.map)
41
 
           end,
42
 
   draw = function (self, x, y)
43
 
             View.draw(self, x, y)
44
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
45
 
             love.graphics.print('version:' .. VERSION, 20, 570)
46
 
          end,
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')
52
 
                 end
53
 
              end,
54
 
   newLevel = function (self, level)
55
 
                 self.sprites = levels[level].objects()
56
 
              end
57
 
}
58
 
 
59
 
the.app = App:new {
60
 
   onRun = function (self)
61
 
              self.view = GameView:new()
62
 
              if DEBUG then
63
 
                 self.console:watch('VERSION', 'VERSION')
64
 
                 self.console:watch('updateTook', 'the.updateTook')
65
 
                 --self.console:watch('drawTook', 'the.drawTook')
66
 
 
67
 
                 -- back off that dark overlay a bit
68
 
                 self.console.fill.fill[4] = 75
69
 
              end
70
 
           end,
71
 
   onUpdate = function (self, dt)
72
 
                 if the.keys:justPressed('escape') then
73
 
                    self.quit()
74
 
                 end
75
 
              end,
76
 
   update = function (self, dt)
77
 
               the.updateStart = love.timer.getMicroTime()
78
 
               App.update(self, dt)
79
 
               if the.updateStart then
80
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
81
 
               end
82
 
            end
83
 
}