18
GameView = View:extend {
19
onNew = function (self)
20
--print('loading level: '..self.level)
21
if not levels[self.level] then
22
error('no such level: '..self.level)
24
for _, obj in ipairs(levels[self.level].objects()) do
27
for _, obj in ipairs(svg_objects[self.level]) do
28
if not the.inventory.items[obj.name] then
33
self:add(the.inventory)
37
--self.focus = the.player
38
--self:clampTo(self.map)
40
draw = function (self, x, y)
42
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
43
love.graphics.print('version:' .. VERSION, 20, 570)
45
onUpdate = function (self, dt)
50
level = 'shore', --default level
51
onRun = function (self)
52
self.view = GameView:new{level = self.level}
54
self.console:watch('VERSION', 'VERSION')
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')
58
--self.console:watch('drawTook', 'the.drawTook')
60
-- back off that dark overlay a bit
61
self.console.fill.fill[4] = 75
64
onUpdate = function (self, dt)
65
if the.keys:justPressed('escape') then
69
update = function (self, dt)
70
the.updateStart = love.timer.getMicroTime()
72
if the.updateStart then
73
the.updateTook = love.timer.getMicroTime() - the.updateStart
78
-- for accessing from debug console
80
the.app.view = GameView:new{level = level}
83
function love.load(arg)
85
the.app.level = arg[2]
b'\\ No newline at end of file'