10
10
require 'transition'
11
11
require 'displacer'
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12
require 'inventory'
15
17
require 'svg_levels'
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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 {
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Tile:new{image = 'data/lake-bg.png'},
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Player:new{x = 540, y = 266,
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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
19
GameView = View:extend {
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level = 'shore', --default level
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20
onNew = function (self)
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21
--print('loading level: '..self.level)
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if not levels[self.level] then
23
error('no such level: '..self.level)
68
25
for _, obj in ipairs(levels[self.level].objects()) do
84
41
draw = function (self, x, y)
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42
View.draw(self, x, y)
86
43
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
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love.graphics.print('version:' .. VERSION, 20, 570)
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--love.graphics.print('version:' .. VERSION, 20, 570)
89
46
onUpdate = function (self, dt)
93
50
the.app = App:new {
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level = 'shore', --default level
94
52
onRun = function (self)
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self.view = GameView:new()
53
print('Version: ' .. VERSION)
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self.view = GameView:new{level = self.level}
97
56
self.console:watch('VERSION', 'VERSION')
98
57
self.console:watch('updateTook', 'the.updateTook')