21
24
Tile:new{image = 'data/forest1-fg.png'}
28
objects = function() return {
29
Tile:new{image = 'data/foresthut-bg.png'},
30
Player:new{x = 745, y = 430,
31
image = 'data/forest1-player.png'},
32
Tile:new{image = 'data/foresthut-fg.png'}
25
36
objects = function() return {
26
37
Tile:new{image = 'data/shore-bg.png'},
31
42
Transition:new{x = 10, y = 133, target = 'forest1',
32
43
targetX = 735, targetY = 370}
47
objects = function() return {
48
Tile:new{image = 'data/lake-bg.png'},
49
Player:new{x = 540, y = 266,
50
image = 'data/lake-player.png'},
55
objects = function() return {
56
Tile:new{image = 'data/village-bg.png'},
57
Player:new{x = 121, y = 440,
58
image = 'data/village-player.png'},
37
64
GameView = View:extend {
65
level = 'shore', --default level
38
66
onNew = function (self)
39
self:newLevel('forest1')
41
--self:loadLayers('data/map.lua')
67
--print('loading level: '..self.level)
68
for _, obj in ipairs(levels[self.level].objects()) do
71
for _, obj in ipairs(svg_objects[self.level]) do
72
if not the.inventory.items[obj.name] then
77
self:add(the.inventory)
42
81
--self.focus = the.player
43
82
--self:clampTo(self.map)
45
84
draw = function (self, x, y)
46
85
View.draw(self, x, y)
47
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
86
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
48
87
love.graphics.print('version:' .. VERSION, 20, 570)
50
89
onUpdate = function (self, dt)
51
if the.keys:justPressed('a') then
52
self:newLevel('forest1')
53
elseif the.keys:justPressed('b') then
54
self:newLevel('shore')
57
newLevel = function (self, level)
58
self.sprites = levels[level].objects()
59
for _, obj in ipairs(svg_objects[level]) do
69
97
self.console:watch('VERSION', 'VERSION')
70
98
self.console:watch('updateTook', 'the.updateTook')
99
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
100
self.console:watch('view.tween.active', 'the.app.view.tween.active')
71
101
--self.console:watch('drawTook', 'the.drawTook')
73
103
-- back off that dark overlay a bit