16
objects = function() return {
17
Tile:new{image = 'data/forest1-bg.png'},
18
Player:new{x = 200, y = 370,
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'}
36
GameView = View:extend {
37
onNew = function (self)
38
self:newLevel('forest1')
40
--self:loadLayers('data/map.lua')
41
--self.focus = the.player
42
--self:clampTo(self.map)
44
draw = function (self, x, y)
46
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
47
love.graphics.print('version:' .. VERSION, 20, 570)
49
onUpdate = function (self, dt)
50
if the.keys:justPressed('a') then
51
self:newLevel('forest1')
52
elseif the.keys:justPressed('b') then
53
self:newLevel('shore')
56
newLevel = function (self, level)
57
self.sprites = levels[level].objects()
58
for _, obj in ipairs(svg_objects[level]) do
65
onRun = function (self)
66
self.view = GameView:new()
68
self.console:watch('VERSION', 'VERSION')
69
self.console:watch('updateTook', 'the.updateTook')
70
--self.console:watch('drawTook', 'the.drawTook')
72
-- back off that dark overlay a bit
73
self.console.fill.fill[4] = 75
76
onUpdate = function (self, dt)
77
if the.keys:justPressed('escape') then
81
update = function (self, dt)
82
the.updateStart = love.timer.getMicroTime()
84
if the.updateStart then
85
the.updateTook = love.timer.getMicroTime() - the.updateStart