/ld26

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  • Committer: Josh C
  • Date: 2013-04-28 16:51:36 UTC
  • Revision ID: josh@9ix.org-20130428165136-f3eg4lscd1mdb9wo
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require 'displacer'
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require 'inventory'
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require 'flower'
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require 'levels'
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require 'svg_levels'
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levels = {
 
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   forest1 = {
 
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      objects = function() return {
 
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                      Tile:new{image = 'data/forest1-bg.png'},
 
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                      Player:new{x = 200, y = 380,
 
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                                 minY = 330, maxY = 500,
 
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                                 image = 'data/forest1-player.png'},
 
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                      Tile:new{image = 'data/forest1-fg.png'}
 
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                   } end,
 
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   },
 
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   shore = {
 
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      objects = function() return {
 
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                      Tile:new{image = 'data/shore-bg.png'},
 
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                      Player:new{x = 145, y = 133,
 
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                                 minY = 133, maxY = 133,
 
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                                 image = 'data/shore-player.png'},
 
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                      Tile:new{image = 'data/shore-fg.png'},
 
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                      Transition:new{x = 10, y = 133, target = 'forest1',
 
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                                     targetX = 735, targetY = 370}
 
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                   } end
 
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   },
 
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   lake = {
 
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      objects = function() return {
 
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                      Tile:new{image = 'data/lake-bg.png'},
 
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                      Player:new{x = 540, y = 266,
 
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                                 image = 'data/lake-player.png'},
 
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                   }
 
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                end
 
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   },
 
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   village = {
 
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      objects = function() return {
 
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                      Tile:new{image = 'data/village-bg.png'},
 
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                      Player:new{x = 121, y = 440,
 
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                                 image = 'data/village-player.png'},
 
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                   }
 
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                end
 
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   }
 
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}
 
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GameView = View:extend {
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   level = 'shore', --default level
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   onNew = function (self)
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              --print('loading level: '..self.level)
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              if not levels[self.level] then
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                 error('no such level: '..self.level)
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              end
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              for _, obj in ipairs(levels[self.level].objects()) do
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                 self:add(obj)
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              end
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             love.graphics.print('version:' .. VERSION, 20, 570)
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          end,
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   onUpdate = function (self, dt)
 
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                 if the.keys:justPressed('a') then
 
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                    the.app.view = GameView:new{level = 'forest1'}
 
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                 elseif the.keys:justPressed('b') then
 
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                    the.app.view = GameView:new{level = 'shore'}
 
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                 end
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              end
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}
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