/ld26

To get this branch, use:
bzr branch http://9ix.org/bzr/ld26

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-04-29 01:54:19 UTC
  • Revision ID: josh@9ix.org-20130429015419-8ts0gwspqonsxkjb
Tags: compo
nameĀ theĀ game

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
 
5
--inspect = require 'inspect'
5
6
 
6
7
--require 'sprite'
7
8
require 'version'
9
10
require 'player'
10
11
require 'transition'
11
12
require 'displacer'
 
13
require 'inventory'
 
14
require 'levels'
 
15
require 'items'
 
16
require 'troll'
 
17
require 'gatetrigger'
 
18
require 'fairyactivator'
 
19
require 'realfairy'
 
20
require 'boat'
 
21
 
12
22
require 'svg_levels'
13
23
 
14
 
levels = {
15
 
   forest1 = {
16
 
      objects = function() return {
17
 
                      Tile:new{image = 'data/forest1-bg.png'},
18
 
                      Player:new{x = 200, y = 380,
19
 
                                 minY = 330, maxY = 500,
20
 
                                 image = 'data/forest1-player.png'},
21
 
                      Tile:new{image = 'data/forest1-fg.png'}
22
 
                   } end,
23
 
   },
24
 
   shore = {
25
 
      objects = function() return {
26
 
                      Tile:new{image = 'data/shore-bg.png'},
27
 
                      Player:new{x = 145, y = 133,
28
 
                                 minY = 133, maxY = 133,
29
 
                                 image = 'data/shore-player.png'},
30
 
                      Tile:new{image = 'data/shore-fg.png'},
31
 
                      Transition:new{x = 10, y = 133, target = 'forest1',
32
 
                                     targetX = 735, targetY = 370}
33
 
                   } end
34
 
   }
35
 
}
36
 
 
37
24
GameView = View:extend {
38
25
   onNew = function (self)
39
 
              self:newLevel('forest1')
40
 
 
41
 
              --self:loadLayers('data/map.lua')
 
26
              --print('loading level: '..self.level)
 
27
              if not levels[self.level] then
 
28
                 error('no such level: '..self.level)
 
29
              end
 
30
              for _, obj in ipairs(levels[self.level].objects()) do
 
31
                 self:add(obj)
 
32
                 --if obj.gateup then print('ADDING GATEUP') end
 
33
              end
 
34
              for _, obj in ipairs(svg_objects[self.level]) do
 
35
                 if not the.inventory.items[obj.name] then
 
36
                    self:add(obj)
 
37
                 end
 
38
                 if obj.name == 'flag' then
 
39
                    self:add(obj)
 
40
                 end
 
41
              end
 
42
 
 
43
              --self:add(Fill:new{x=100,y=100,width=25,height=25,fill={255,255,255}})
 
44
 
 
45
              self:add(the.inventory)
 
46
 
 
47
              self:flash({0,0,0})
 
48
 
42
49
              --self.focus = the.player
43
50
              --self:clampTo(self.map)
44
51
           end,
45
52
   draw = function (self, x, y)
46
53
             View.draw(self, x, y)
47
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
48
 
             love.graphics.print('version:' .. VERSION, 20, 570)
 
54
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
55
             --love.graphics.print('version:' .. VERSION, 20, 570)
49
56
          end,
50
57
   onUpdate = function (self, dt)
51
 
                 if the.keys:justPressed('a') then
52
 
                    self:newLevel('forest1')
53
 
                 elseif the.keys:justPressed('b') then
54
 
                    self:newLevel('shore')
55
 
                 end
56
 
              end,
57
 
   newLevel = function (self, level)
58
 
                 self.sprites = levels[level].objects()
59
 
                 for _, obj in ipairs(svg_objects[level]) do
60
 
                    self:add(obj)
61
 
                 end
62
58
              end
63
59
}
64
60
 
65
61
the.app = App:new {
 
62
   level = 'shore', --default level
66
63
   onRun = function (self)
67
 
              self.view = GameView:new()
 
64
              print('Version: ' .. VERSION)
 
65
              self.view = GameView:new{level = self.level}
68
66
              if DEBUG then
69
67
                 self.console:watch('VERSION', 'VERSION')
70
68
                 self.console:watch('updateTook', 'the.updateTook')
 
69
                 self.console:watch('view.tween.status', 'the.app.view.tween.status()')
 
70
                 self.console:watch('view.tween.active', 'the.app.view.tween.active')
71
71
                 --self.console:watch('drawTook', 'the.drawTook')
72
72
 
73
73
                 -- back off that dark overlay a bit
74
74
                 self.console.fill.fill[4] = 75
75
75
              end
 
76
 
 
77
              --the.inventory:add(Flag:new())
 
78
              --the.inventory:add(Fairy:new())
76
79
           end,
77
80
   onUpdate = function (self, dt)
78
81
                 if the.keys:justPressed('escape') then
87
90
               end
88
91
            end
89
92
}
 
93
 
 
94
-- for accessing from debug console
 
95
function l(level)
 
96
   the.app.view = GameView:new{level = level}
 
97
end
 
98
 
 
99
function love.load(arg)
 
100
   if arg[2] then
 
101
      the.app.level = arg[2]
 
102
   end
 
103
 
 
104
   the.app:run()
 
105
end
 
 
b'\\ No newline at end of file'