10
10
require 'transition'
14
objects = function() return {
15
Tile:new{image = 'data/forest1-bg.png'},
16
Player:new{x = 200, y = 370,
17
minY = 330, maxY = 500,
18
image = 'data/forest1-player.png'},
19
Tile:new{image = 'data/forest1-fg.png'}
23
objects = function() return {
24
Tile:new{image = 'data/shore-bg.png'},
25
Player:new{x = 145, y = 133,
26
minY = 133, maxY = 133,
27
image = 'data/shore-player.png'},
28
Tile:new{image = 'data/shore-fg.png'},
29
Transition:new{x = 10, y = 133, target = 'forest1'}
34
18
GameView = View:extend {
19
level = 'shore', --default level
35
20
onNew = function (self)
36
self:newLevel('forest1')
38
--self:loadLayers('data/map.lua')
21
--print('loading level: '..self.level)
22
if not levels[self.level] then
23
error('no such level: '..self.level)
25
for _, obj in ipairs(levels[self.level].objects()) do
28
for _, obj in ipairs(svg_objects[self.level]) do
29
if not the.inventory.items[obj.name] then
34
self:add(the.inventory)
39
38
--self.focus = the.player
40
39
--self:clampTo(self.map)
42
41
draw = function (self, x, y)
43
42
View.draw(self, x, y)
44
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
43
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
45
44
love.graphics.print('version:' .. VERSION, 20, 570)
47
46
onUpdate = function (self, dt)
48
if the.keys:justPressed('a') then
49
self:newLevel('forest1')
50
elseif the.keys:justPressed('b') then
51
self:newLevel('shore')
54
newLevel = function (self, level)
55
self.sprites = levels[level].objects()
63
54
self.console:watch('VERSION', 'VERSION')
64
55
self.console:watch('updateTook', 'the.updateTook')
56
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
57
self.console:watch('view.tween.active', 'the.app.view.tween.active')
65
58
--self.console:watch('drawTook', 'the.drawTook')
67
60
-- back off that dark overlay a bit