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'}
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'}
28
19
GameView = View:extend {
29
20
onNew = function (self)
30
self:newLevel('forest1')
32
--self:loadLayers('data/map.lua')
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)
33
38
--self.focus = the.player
34
39
--self:clampTo(self.map)
36
41
draw = function (self, x, y)
37
42
View.draw(self, x, y)
38
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
39
love.graphics.print('version:' .. VERSION, 20, 570)
43
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
44
--love.graphics.print('version:' .. VERSION, 20, 570)
41
46
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')
48
newLevel = function (self, level)
49
self.sprites = levels[level].objects()
53
50
the.app = App:new {
51
level = 'shore', --default level
54
52
onRun = function (self)
55
self.view = GameView:new()
53
print('Version: ' .. VERSION)
54
self.view = GameView:new{level = self.level}
57
56
self.console:watch('VERSION', 'VERSION')
58
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')
59
60
--self.console:watch('drawTook', 'the.drawTook')
62
-- back off that dark overlay a bit
63
self.console.fill.fill[4] = 75
62
66
onUpdate = function (self, dt)