11
19
GameView = View:extend {
12
20
onNew = function (self)
13
self:newLevel('forest1')
15
--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)
16
38
--self.focus = the.player
17
39
--self:clampTo(self.map)
19
41
draw = function (self, x, y)
20
42
View.draw(self, x, y)
21
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
22
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)
24
46
onUpdate = function (self, dt)
25
if the.keys:justPressed('a') then
26
self:newLevel('forest1')
27
elseif the.keys:justPressed('b') then
28
self:newLevel('shore')
31
newLevel = function (self, level)
33
bg = Tile:new{image = 'data/' .. level .. '-bg.png'}
34
fg = Tile:new{image = 'data/' .. level .. '-fg.png'}
35
the.player = Player:new{x = 196, y = 350}
42
50
the.app = App:new {
51
level = 'shore', --default level
43
52
onRun = function (self)
44
self.view = GameView:new()
53
print('Version: ' .. VERSION)
54
self.view = GameView:new{level = self.level}
46
56
self.console:watch('VERSION', 'VERSION')
47
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')
48
60
--self.console:watch('drawTook', 'the.drawTook')
62
-- back off that dark overlay a bit
63
self.console.fill.fill[4] = 75
66
the.inventory:add(Flower:new())
51
68
onUpdate = function (self, dt)
52
69
if the.keys:justPressed('escape') then