10
11
require 'transition'
11
12
require 'displacer'
12
13
require 'inventory'
18
require 'fairyactivator'
15
22
require 'svg_levels'
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/shore-bg.png'},
30
Player:new{x = 145, y = 133,
31
minY = 133, maxY = 133,
32
image = 'data/shore-player.png'},
33
Tile:new{image = 'data/shore-fg.png'},
34
Transition:new{x = 10, y = 133, target = 'forest1',
35
targetX = 735, targetY = 370}
39
objects = function() return {
40
Tile:new{image = 'data/lake-bg.png'},
41
Player:new{x = 540, y = 266,
42
image = 'data/lake-player.png'},
47
objects = function() return {
48
Tile:new{image = 'data/village-bg.png'},
49
Player:new{x = 121, y = 440,
50
image = 'data/village-player.png'},
56
24
GameView = View:extend {
57
level = 'shore', --default level
58
25
onNew = function (self)
59
26
--print('loading level: '..self.level)
27
if not levels[self.level] then
28
error('no such level: '..self.level)
60
30
for _, obj in ipairs(levels[self.level].objects()) do
32
--if obj.gateup then print('ADDING GATEUP') end
63
34
for _, obj in ipairs(svg_objects[self.level]) do
64
35
if not the.inventory.items[obj.name] then
38
if obj.name == 'flag' then
43
--self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
69
45
self:add(the.inventory)
71
47
self:flash({0,0,0})
76
52
draw = function (self, x, y)
77
53
View.draw(self, x, y)
78
54
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
79
love.graphics.print('version:' .. VERSION, 20, 570)
55
--love.graphics.print('version:' .. VERSION, 20, 570)
81
57
onUpdate = function (self, dt)
82
if the.keys:justPressed('a') then
83
the.app.view = GameView:new{level = 'forest1'}
84
elseif the.keys:justPressed('b') then
85
the.app.view = GameView:new{level = 'shore'}
90
61
the.app = App:new {
62
level = 'shore', --default level
91
63
onRun = function (self)
92
self.view = GameView:new()
64
print('Version: ' .. VERSION)
65
self.view = GameView:new{level = self.level}
94
67
self.console:watch('VERSION', 'VERSION')
95
68
self.console:watch('updateTook', 'the.updateTook')
100
73
-- back off that dark overlay a bit
101
74
self.console.fill.fill[4] = 75
77
--the.inventory:add(Flag:new())
78
--the.inventory:add(Fish:new())
104
80
onUpdate = function (self, dt)
105
81
if the.keys:justPressed('escape') then