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'},
63
objects = function() return {
64
Tile:new{image = 'data/bridge-bg.png'},
65
Player:new{x = 121, y = 440,
66
image = 'data/bridge-player.png'},
67
Tile:new{image = 'data/bridge-fg.png'}
37
73
GameView = View:extend {
38
level = 'forest1', --default level
74
level = 'shore', --default level
39
75
onNew = function (self)
40
76
--print('loading level: '..self.level)
77
if not levels[self.level] then
78
error('no such level: '..self.level)
41
80
for _, obj in ipairs(levels[self.level].objects()) do
44
83
for _, obj in ipairs(svg_objects[self.level]) do
84
if not the.inventory.items[obj.name] then
89
self:add(the.inventory)
48
91
self:flash({0,0,0})
50
93
--self.focus = the.player
53
96
draw = function (self, x, y)
54
97
View.draw(self, x, y)
55
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
98
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
56
99
love.graphics.print('version:' .. VERSION, 20, 570)
58
101
onUpdate = function (self, dt)
59
if the.keys:justPressed('a') then
60
the.app.view = GameView:new{level = 'forest1'}
61
elseif the.keys:justPressed('b') then
62
the.app.view = GameView:new{level = 'shore'}