19
objects = function() return {
20
Tile:new{image = 'data/forest1-bg.png'},
21
Player:new{x = 200, y = 380,
22
minY = 330, maxY = 500,
23
image = 'data/forest1-player.png'},
24
Tile:new{image = 'data/forest1-fg.png'}
28
objects = function() return {
29
Tile:new{image = 'data/foresthut-bg.png'},
30
Player:new{x = 745, y = 430,
31
image = 'data/forest1-player.png'},
32
Tile:new{image = 'data/foresthut-fg.png'}
36
objects = function() return {
37
Tile:new{image = 'data/shore-bg.png'},
38
Player:new{x = 145, y = 133,
39
minY = 133, maxY = 133,
40
image = 'data/shore-player.png'},
41
Tile:new{image = 'data/shore-fg.png'},
42
Transition:new{x = 10, y = 133, target = 'forest1',
43
targetX = 735, targetY = 370}
47
objects = function() return {
48
Tile:new{image = 'data/lake-bg.png'},
49
Player:new{x = 540, y = 266,
50
image = 'data/lake-player.png'},
55
objects = function() return {
56
Tile:new{image = 'data/village-bg.png'},
57
Player:new{x = 121, y = 440,
58
image = 'data/village-player.png'},
63
objects = function() return {
64
Tile:new{image = 'data/bridge-bg.png'},
65
Player:new{x = 121, y = 440,
66
image = 'data/bridge-player.png'},
67
Tile:new{image = 'data/bridge-fg.png'}
73
GameView = View:extend {
74
level = 'shore', --default level
75
onNew = function (self)
76
--print('loading level: '..self.level)
77
for _, obj in ipairs(levels[self.level].objects()) do
80
for _, obj in ipairs(svg_objects[self.level]) do
81
if not the.inventory.items[obj.name] then
86
self:add(the.inventory)
90
--self.focus = the.player
91
--self:clampTo(self.map)
93
draw = function (self, x, y)
95
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
96
love.graphics.print('version:' .. VERSION, 20, 570)
98
onUpdate = function (self, dt)
103
onRun = function (self)
104
self.view = GameView:new()
106
self.console:watch('VERSION', 'VERSION')
107
self.console:watch('updateTook', 'the.updateTook')
108
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
109
self.console:watch('view.tween.active', 'the.app.view.tween.active')
110
--self.console:watch('drawTook', 'the.drawTook')
112
-- back off that dark overlay a bit
113
self.console.fill.fill[4] = 75
116
onUpdate = function (self, dt)
117
if the.keys:justPressed('escape') then
121
update = function (self, dt)
122
the.updateStart = love.timer.getMicroTime()
124
if the.updateStart then
125
the.updateTook = love.timer.getMicroTime() - the.updateStart
131
the.app.view = GameView:new{level = level}
b'\\ No newline at end of file'