/ld26

To get this branch, use:
bzr branch http://9ix.org/bzr/ld26

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-04-28 20:31:58 UTC
  • Revision ID: josh@9ix.org-20130428203158-uan2kd0ybns063vb
cleanup

Show diffs side-by-side

added added

removed removed

Lines of Context:
7
7
require 'version'
8
8
 
9
9
require 'player'
 
10
require 'transition'
 
11
require 'displacer'
 
12
require 'inventory'
 
13
require 'flower'
 
14
require 'levels'
10
15
 
11
 
levels = {
12
 
   forest1 = {
13
 
      objects = function() return {
14
 
                      Tile:new{image = 'data/forest1-bg.png'},
15
 
                      Player:new{x = 200, y = 370, image = 'data/forest1-player.png'},
16
 
                      Tile:new{image = 'data/forest1-fg.png'}
17
 
                   } end,
18
 
   },
19
 
   shore = {
20
 
      objects = function() return {
21
 
                      Tile:new{image = 'data/shore-bg.png'},
22
 
                      Player:new{x = 145, y = 133, image = 'data/shore-player.png'},
23
 
                      Tile:new{image = 'data/shore-fg.png'}
24
 
                   } end
25
 
   }
26
 
}
 
16
require 'svg_levels'
27
17
 
28
18
GameView = View:extend {
29
19
   onNew = function (self)
30
 
              self:newLevel('forest1')
31
 
 
32
 
              --self:loadLayers('data/map.lua')
 
20
              --print('loading level: '..self.level)
 
21
              if not levels[self.level] then
 
22
                 error('no such level: '..self.level)
 
23
              end
 
24
              for _, obj in ipairs(levels[self.level].objects()) do
 
25
                 self:add(obj)
 
26
              end
 
27
              for _, obj in ipairs(svg_objects[self.level]) do
 
28
                 if not the.inventory.items[obj.name] then
 
29
                    self:add(obj)
 
30
                 end
 
31
              end
 
32
 
 
33
              self:add(the.inventory)
 
34
 
 
35
              self:flash({0,0,0})
 
36
 
33
37
              --self.focus = the.player
34
38
              --self:clampTo(self.map)
35
39
           end,
36
40
   draw = function (self, x, y)
37
41
             View.draw(self, x, y)
38
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
39
 
             love.graphics.print('version:' .. VERSION, 20, 570)
 
42
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
43
             --love.graphics.print('version:' .. VERSION, 20, 570)
40
44
          end,
41
45
   onUpdate = function (self, dt)
42
 
                 if the.keys:justPressed('a') then
43
 
                    self:newLevel('forest1')
44
 
                 elseif the.keys:justPressed('b') then
45
 
                    self:newLevel('shore')
46
 
                 end
47
 
              end,
48
 
   newLevel = function (self, level)
49
 
                 self.sprites = levels[level].objects()
50
46
              end
51
47
}
52
48
 
53
49
the.app = App:new {
 
50
   level = 'shore', --default level
54
51
   onRun = function (self)
55
 
              self.view = GameView:new()
 
52
              print('Version: ' .. VERSION)
 
53
              self.view = GameView:new{level = self.level}
56
54
              if DEBUG then
57
55
                 self.console:watch('VERSION', 'VERSION')
58
56
                 self.console:watch('updateTook', 'the.updateTook')
 
57
                 self.console:watch('view.tween.status', 'the.app.view.tween.status()')
 
58
                 self.console:watch('view.tween.active', 'the.app.view.tween.active')
59
59
                 --self.console:watch('drawTook', 'the.drawTook')
 
60
 
 
61
                 -- back off that dark overlay a bit
 
62
                 self.console.fill.fill[4] = 75
60
63
              end
61
64
           end,
62
65
   onUpdate = function (self, dt)
72
75
               end
73
76
            end
74
77
}
 
78
 
 
79
-- for accessing from debug console
 
80
function l(level)
 
81
   the.app.view = GameView:new{level = level}
 
82
end
 
83
 
 
84
function love.load(arg)
 
85
   if arg[2] then
 
86
      the.app.level = arg[2]
 
87
   end
 
88
 
 
89
   the.app:run()
 
90
end
 
 
b'\\ No newline at end of file'