18
11
GameView = View:extend {
19
12
onNew = function (self)
20
--print('loading level: '..self.level)
21
if not levels[self.level] then
22
error('no such level: '..self.level)
24
for _, obj in ipairs(levels[self.level].objects()) do
27
for _, obj in ipairs(svg_objects[self.level]) do
28
if not the.inventory.items[obj.name] then
33
self:add(the.inventory)
13
bg = Tile:new{image = 'data/forest1-bg.png'}
14
fg = Tile:new{image = 'data/forest1-fg.png'}
15
the.player = Player:new{x = 196, y = 350}
20
--self:loadLayers('data/map.lua')
37
21
--self.focus = the.player
38
22
--self:clampTo(self.map)
40
24
draw = function (self, x, y)
41
25
View.draw(self, x, y)
42
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
43
love.graphics.print('version:' .. VERSION, 20, 570)
45
onUpdate = function (self, dt)
26
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
49
30
the.app = App:new {
50
level = 'shore', --default level
51
31
onRun = function (self)
52
self.view = GameView:new{level = self.level}
32
self.view = GameView:new()
54
34
self.console:watch('VERSION', 'VERSION')
55
35
self.console:watch('updateTook', 'the.updateTook')
56
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
57
self.console:watch('view.tween.active', 'the.app.view.tween.active')
58
36
--self.console:watch('drawTook', 'the.drawTook')
60
-- back off that dark overlay a bit
61
self.console.fill.fill[4] = 75
64
39
onUpdate = function (self, dt)