19
GameView = View:extend {
20
onNew = function (self)
21
--print('loading level: '..self.level)
22
if not levels[self.level] then
23
error('no such level: '..self.level)
25
for _, obj in ipairs(levels[self.level].objects()) do
28
for _, obj in ipairs(svg_objects[self.level]) do
29
if not the.inventory.items[obj.name] then
34
self:add(the.inventory)
38
--self.focus = the.player
39
--self:clampTo(self.map)
41
draw = function (self, x, y)
43
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
44
--love.graphics.print('version:' .. VERSION, 20, 570)
46
onUpdate = function (self, dt)
51
level = 'shore', --default level
52
onRun = function (self)
53
print('Version: ' .. VERSION)
54
self.view = GameView:new{level = self.level}
56
self.console:watch('VERSION', 'VERSION')
57
self.console:watch('updateTook', 'the.updateTook')
58
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
59
self.console:watch('view.tween.active', 'the.app.view.tween.active')
60
--self.console:watch('drawTook', 'the.drawTook')
62
-- back off that dark overlay a bit
63
self.console.fill.fill[4] = 75
66
onUpdate = function (self, dt)
67
if the.keys:justPressed('escape') then
71
update = function (self, dt)
72
the.updateStart = love.timer.getMicroTime()
74
if the.updateStart then
75
the.updateTook = love.timer.getMicroTime() - the.updateStart
80
-- for accessing from debug console
82
the.app.view = GameView:new{level = level}
85
function love.load(arg)
87
the.app.level = arg[2]
b'\\ No newline at end of file'