/ld26

To get this branch, use:
bzr branch http://9ix.org/bzr/ld26

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-04-28 23:14:19 UTC
  • Revision ID: josh@9ix.org-20130428231419-930dlct49eh71pr8
gate

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
 
5
--inspect = require 'inspect'
5
6
 
6
7
--require 'sprite'
7
8
require 'version'
9
10
require 'player'
10
11
require 'transition'
11
12
require 'displacer'
 
13
require 'inventory'
 
14
require 'levels'
 
15
require 'items'
 
16
require 'troll'
 
17
require 'gatetrigger'
 
18
 
12
19
require 'svg_levels'
13
20
 
14
 
levels = {
15
 
   forest1 = {
16
 
      objects = function() return {
17
 
                      Tile:new{image = 'data/forest1-bg.png'},
18
 
                      Player:new{x = 200, y = 370,
19
 
                                 minY = 330, maxY = 500,
20
 
                                 image = 'data/forest1-player.png'},
21
 
                      Tile:new{image = 'data/forest1-fg.png'}
22
 
                   } end,
23
 
   },
24
 
   shore = {
25
 
      objects = function() return {
26
 
                      Tile:new{image = 'data/shore-bg.png'},
27
 
                      Player:new{x = 145, y = 133,
28
 
                                 minY = 133, maxY = 133,
29
 
                                 image = 'data/shore-player.png'},
30
 
                      Tile:new{image = 'data/shore-fg.png'},
31
 
                      Transition:new{x = 10, y = 133, target = 'forest1'}
32
 
                   } end
33
 
   }
34
 
}
35
 
 
36
21
GameView = View:extend {
37
22
   onNew = function (self)
38
 
              self:newLevel('forest1')
39
 
 
40
 
              --self:loadLayers('data/map.lua')
 
23
              --print('loading level: '..self.level)
 
24
              if not levels[self.level] then
 
25
                 error('no such level: '..self.level)
 
26
              end
 
27
              for _, obj in ipairs(levels[self.level].objects()) do
 
28
                 self:add(obj)
 
29
                 --if obj.gateup then print('ADDING GATEUP') end
 
30
              end
 
31
              for _, obj in ipairs(svg_objects[self.level]) do
 
32
                 if not the.inventory.items[obj.name] then
 
33
                    self:add(obj)
 
34
                 end
 
35
              end
 
36
 
 
37
              --self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
 
38
 
 
39
              self:add(the.inventory)
 
40
 
 
41
              self:flash({0,0,0})
 
42
 
41
43
              --self.focus = the.player
42
44
              --self:clampTo(self.map)
43
45
           end,
44
46
   draw = function (self, x, y)
45
47
             View.draw(self, x, y)
46
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
47
 
             love.graphics.print('version:' .. VERSION, 20, 570)
 
48
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
49
             --love.graphics.print('version:' .. VERSION, 20, 570)
48
50
          end,
49
51
   onUpdate = function (self, dt)
50
 
                 if the.keys:justPressed('a') then
51
 
                    self:newLevel('forest1')
52
 
                 elseif the.keys:justPressed('b') then
53
 
                    self:newLevel('shore')
54
 
                 end
55
 
              end,
56
 
   newLevel = function (self, level)
57
 
                 self.sprites = levels[level].objects()
58
 
                 for _, obj in ipairs(svg_objects[level]) do
59
 
                    self:add(obj)
60
 
                 end
61
52
              end
62
53
}
63
54
 
64
55
the.app = App:new {
 
56
   level = 'shore', --default level
65
57
   onRun = function (self)
66
 
              self.view = GameView:new()
 
58
              print('Version: ' .. VERSION)
 
59
              self.view = GameView:new{level = self.level}
67
60
              if DEBUG then
68
61
                 self.console:watch('VERSION', 'VERSION')
69
62
                 self.console:watch('updateTook', 'the.updateTook')
 
63
                 self.console:watch('view.tween.status', 'the.app.view.tween.status()')
 
64
                 self.console:watch('view.tween.active', 'the.app.view.tween.active')
70
65
                 --self.console:watch('drawTook', 'the.drawTook')
71
66
 
72
67
                 -- back off that dark overlay a bit
73
68
                 self.console.fill.fill[4] = 75
74
69
              end
 
70
 
 
71
              --the.inventory:add(Flag:new())
75
72
           end,
76
73
   onUpdate = function (self, dt)
77
74
                 if the.keys:justPressed('escape') then
86
83
               end
87
84
            end
88
85
}
 
86
 
 
87
-- for accessing from debug console
 
88
function l(level)
 
89
   the.app.view = GameView:new{level = level}
 
90
end
 
91
 
 
92
function love.load(arg)
 
93
   if arg[2] then
 
94
      the.app.level = arg[2]
 
95
   end
 
96
 
 
97
   the.app:run()
 
98
end
 
 
b'\\ No newline at end of file'