/ld26

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  • Committer: Josh C
  • Date: 2013-04-29 01:12:25 UTC
  • Revision ID: josh@9ix.org-20130429011225-2i6tjd5t6s5rhme2
inventory stack bug

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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 'levels'
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require 'items'
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require 'troll'
 
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require 'gatetrigger'
 
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require 'fairyactivator'
 
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require 'realfairy'
 
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require 'boat'
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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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                    self:add(obj)
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                 end
 
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                 if obj.name == 'flag' then
 
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                    self:add(obj)
 
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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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                 -- 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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              --the.inventory:add(Fish:new())
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('escape') then