/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: 2013-04-27 17:56:22 UTC
  • Revision ID: josh@9ix.org-20130427175622-ksu8aap9zjpcicvx
add shore, first pass level switching

Show diffs side-by-side

added added

removed removed

Lines of Context:
7
7
require 'version'
8
8
 
9
9
require 'player'
10
 
require 'transition'
11
 
require 'displacer'
12
 
require 'svg_levels'
13
 
 
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
10
 
37
11
GameView = View:extend {
38
 
   level = 'forest1', --default level
39
12
   onNew = function (self)
40
 
              --print('loading level: '..self.level)
41
 
              for _, obj in ipairs(levels[self.level].objects()) do
42
 
                 self:add(obj)
43
 
              end
44
 
              for _, obj in ipairs(svg_objects[self.level]) do
45
 
                 self:add(obj)
46
 
              end
47
 
 
48
 
              self:flash({0,0,0})
49
 
 
 
13
              self:newLevel('forest1')
 
14
 
 
15
              --self:loadLayers('data/map.lua')
50
16
              --self.focus = the.player
51
17
              --self:clampTo(self.map)
52
18
           end,
57
23
          end,
58
24
   onUpdate = function (self, dt)
59
25
                 if the.keys:justPressed('a') then
60
 
                    the.app.view = GameView:new{level = 'forest1'}
 
26
                    self:newLevel('forest1')
61
27
                 elseif the.keys:justPressed('b') then
62
 
                    the.app.view = GameView:new{level = 'shore'}
 
28
                    self:newLevel('shore')
63
29
                 end
 
30
              end,
 
31
   newLevel = function (self, level)
 
32
                 self.sprites = {}
 
33
                 bg = Tile:new{image = 'data/' .. level .. '-bg.png'}
 
34
                 fg = Tile:new{image = 'data/' .. level .. '-fg.png'}
 
35
                 the.player = Player:new{x = 196, y = 350}
 
36
                 self:add(bg)
 
37
                 self:add(the.player)
 
38
                 self:add(fg)
64
39
              end
65
40
}
66
41
 
70
45
              if DEBUG then
71
46
                 self.console:watch('VERSION', 'VERSION')
72
47
                 self.console:watch('updateTook', 'the.updateTook')
73
 
                 self.console:watch('view.tween.status', 'the.app.view.tween.status()')
74
 
                 self.console:watch('view.tween.active', 'the.app.view.tween.active')
75
48
                 --self.console:watch('drawTook', 'the.drawTook')
76
 
 
77
 
                 -- back off that dark overlay a bit
78
 
                 self.console.fill.fill[4] = 75
79
49
              end
80
50
           end,
81
51
   onUpdate = function (self, dt)