10
10
require 'transition'
11
11
require 'displacer'
12
12
require 'inventory'
15
16
require 'svg_levels'
19
objects = function() return {
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Tile:new{image = 'data/forest1-bg.png'},
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Player:new{x = 200, y = 380,
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minY = 330, maxY = 500,
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image = 'data/forest1-player.png'},
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Tile:new{image = 'data/forest1-fg.png'}
28
objects = function() return {
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Tile:new{image = 'data/foresthut-bg.png'},
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Player:new{x = 745, y = 430,
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image = 'data/forest1-player.png'},
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Tile:new{image = 'data/foresthut-fg.png'}
36
objects = function() return {
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Tile:new{image = 'data/shore-bg.png'},
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Player:new{x = 145, y = 133,
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minY = 133, maxY = 133,
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image = 'data/shore-player.png'},
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Tile:new{image = 'data/shore-fg.png'},
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Transition:new{x = 10, y = 133, target = 'forest1',
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targetX = 735, targetY = 370}
47
objects = function() return {
48
Tile:new{image = 'data/lake-bg.png'},
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Player:new{x = 540, y = 266,
50
image = 'data/lake-player.png'},
55
objects = function() return {
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Tile:new{image = 'data/village-bg.png'},
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Player:new{x = 121, y = 440,
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image = 'data/village-player.png'},
64
18
GameView = View:extend {
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level = 'shore', --default level
66
19
onNew = function (self)
67
20
--print('loading level: '..self.level)
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if not levels[self.level] then
22
error('no such level: '..self.level)
68
24
for _, obj in ipairs(levels[self.level].objects()) do
84
40
draw = function (self, x, y)
85
41
View.draw(self, x, y)
86
42
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
87
love.graphics.print('version:' .. VERSION, 20, 570)
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--love.graphics.print('version:' .. VERSION, 20, 570)
89
45
onUpdate = function (self, dt)
93
49
the.app = App:new {
50
level = 'shore', --default level
94
51
onRun = function (self)
95
self.view = GameView:new()
52
print('Version: ' .. VERSION)
53
self.view = GameView:new{level = self.level}
97
55
self.console:watch('VERSION', 'VERSION')
98
56
self.console:watch('updateTook', 'the.updateTook')