/ld26

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  • Committer: Josh C
  • Date: 2013-04-28 23:14:19 UTC
  • Revision ID: josh@9ix.org-20130428231419-930dlct49eh71pr8
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DEBUG = true
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require 'zoetrope'
 
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--inspect = require 'inspect'
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--require 'sprite'
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require 'version'
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require 'transition'
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require 'displacer'
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require 'inventory'
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require 'flower'
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require 'levels'
 
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require 'items'
 
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require 'troll'
 
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require 'gatetrigger'
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require 'svg_levels'
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              end
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              for _, obj in ipairs(levels[self.level].objects()) do
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                 self:add(obj)
 
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                 --if obj.gateup then print('ADDING GATEUP') end
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              end
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              for _, obj in ipairs(svg_objects[self.level]) do
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                 if not the.inventory.items[obj.name] then
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                 end
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              end
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              --self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
 
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              self:add(the.inventory)
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              self:flash({0,0,0})
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   draw = function (self, x, y)
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             View.draw(self, x, y)
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             --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)
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          end,
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   onUpdate = function (self, dt)
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              end
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the.app = App:new {
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   level = 'shore', --default level
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   onRun = function (self)
 
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              print('Version: ' .. VERSION)
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              self.view = GameView:new{level = self.level}
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 -- back off that dark overlay a bit
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                 self.console.fill.fill[4] = 75
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              end
 
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              --the.inventory:add(Flag:new())
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('escape') then