11
10
require 'transition'
12
11
require 'displacer'
13
12
require 'inventory'
19
15
require 'svg_levels'
19
objects = function() return {
20
Tile:new{image = 'data/forest1-bg.png'},
21
Player:new{x = 200, y = 380,
22
minY = 330, maxY = 500,
23
image = 'data/forest1-player.png'},
24
Tile:new{image = 'data/forest1-fg.png'}
28
objects = function() return {
29
Tile:new{image = 'data/shore-bg.png'},
30
Player:new{x = 145, y = 133,
31
minY = 133, maxY = 133,
32
image = 'data/shore-player.png'},
33
Tile:new{image = 'data/shore-fg.png'},
34
Transition:new{x = 10, y = 133, target = 'forest1',
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'},
21
56
GameView = View:extend {
57
level = 'forest1', --default level
22
58
onNew = function (self)
23
59
--print('loading level: '..self.level)
24
if not levels[self.level] then
25
error('no such level: '..self.level)
27
60
for _, obj in ipairs(levels[self.level].objects()) do
29
--if obj.gateup then print('ADDING GATEUP') end
31
63
for _, obj in ipairs(svg_objects[self.level]) do
32
64
if not the.inventory.items[obj.name] then
46
76
draw = function (self, x, y)
47
77
View.draw(self, x, y)
48
78
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
49
--love.graphics.print('version:' .. VERSION, 20, 570)
79
love.graphics.print('version:' .. VERSION, 20, 570)
51
81
onUpdate = function (self, dt)
82
if the.keys:justPressed('a') then
83
the.app.view = GameView:new{level = 'forest1'}
84
elseif the.keys:justPressed('b') then
85
the.app.view = GameView:new{level = 'shore'}
55
90
the.app = App:new {
56
level = 'shore', --default level
57
91
onRun = function (self)
58
print('Version: ' .. VERSION)
59
self.view = GameView:new{level = self.level}
92
self.view = GameView:new()
61
94
self.console:watch('VERSION', 'VERSION')
62
95
self.console:watch('updateTook', 'the.updateTook')
67
100
-- back off that dark overlay a bit
68
101
self.console.fill.fill[4] = 75
71
--the.inventory:add(Flag:new())
73
104
onUpdate = function (self, dt)
74
105
if the.keys:justPressed('escape') then