5
--inspect = require 'inspect'
21
GameView = View:extend {
22
onNew = function (self)
23
--print('loading level: '..self.level)
24
if not levels[self.level] then
25
error('no such level: '..self.level)
27
for _, obj in ipairs(levels[self.level].objects()) do
29
--if obj.gateup then print('ADDING GATEUP') end
31
for _, obj in ipairs(svg_objects[self.level]) do
32
if not the.inventory.items[obj.name] then
37
--self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
39
self:add(the.inventory)
43
--self.focus = the.player
44
--self:clampTo(self.map)
46
draw = function (self, x, y)
48
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
49
--love.graphics.print('version:' .. VERSION, 20, 570)
51
onUpdate = function (self, dt)
56
level = 'shore', --default level
57
onRun = function (self)
58
print('Version: ' .. VERSION)
59
self.view = GameView:new{level = self.level}
61
self.console:watch('VERSION', 'VERSION')
62
self.console:watch('updateTook', 'the.updateTook')
63
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
64
self.console:watch('view.tween.active', 'the.app.view.tween.active')
65
--self.console:watch('drawTook', 'the.drawTook')
67
-- back off that dark overlay a bit
68
self.console.fill.fill[4] = 75
71
--the.inventory:add(Flag:new())
73
onUpdate = function (self, dt)
74
if the.keys:justPressed('escape') then
78
update = function (self, dt)
79
the.updateStart = love.timer.getMicroTime()
81
if the.updateStart then
82
the.updateTook = love.timer.getMicroTime() - the.updateStart
88
the.app.view = GameView:new{level = level}
91
function love.load(arg)
93
the.app.level = arg[2]
b'\\ No newline at end of file'