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STRICT = true
DEBUG = true
require 'zoetrope'
--require 'sprite'
require 'version'
require 'player'
require 'transition'
require 'displacer'
require 'inventory'
require 'flower'
require 'svg_levels'
levels = {
forest1 = {
objects = function() return {
Tile:new{image = 'data/forest1-bg.png'},
Player:new{x = 200, y = 380,
minY = 330, maxY = 500,
image = 'data/forest1-player.png'},
Tile:new{image = 'data/forest1-fg.png'}
} end,
},
foresthut = {
objects = function() return {
Tile:new{image = 'data/foresthut-bg.png'},
Player:new{x = 745, y = 430,
image = 'data/forest1-player.png'},
Tile:new{image = 'data/foresthut-fg.png'}
} end,
},
shore = {
objects = function() return {
Tile:new{image = 'data/shore-bg.png'},
Player:new{x = 145, y = 133,
minY = 133, maxY = 133,
image = 'data/shore-player.png'},
Tile:new{image = 'data/shore-fg.png'},
Transition:new{x = 10, y = 133, target = 'forest1',
targetX = 735, targetY = 370}
} end
},
lake = {
objects = function() return {
Tile:new{image = 'data/lake-bg.png'},
Player:new{x = 540, y = 266,
image = 'data/lake-player.png'},
}
end
},
village = {
objects = function() return {
Tile:new{image = 'data/village-bg.png'},
Player:new{x = 121, y = 440,
image = 'data/village-player.png'},
}
end
}
}
GameView = View:extend {
level = 'shore', --default level
onNew = function (self)
--print('loading level: '..self.level)
for _, obj in ipairs(levels[self.level].objects()) do
self:add(obj)
end
for _, obj in ipairs(svg_objects[self.level]) do
if not the.inventory.items[obj.name] then
self:add(obj)
end
end
self:add(the.inventory)
self:flash({0,0,0})
--self.focus = the.player
--self:clampTo(self.map)
end,
draw = function (self, x, y)
View.draw(self, x, y)
--love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
love.graphics.print('version:' .. VERSION, 20, 570)
end,
onUpdate = function (self, dt)
end
}
the.app = App:new {
onRun = function (self)
self.view = GameView:new()
if DEBUG then
self.console:watch('VERSION', 'VERSION')
self.console:watch('updateTook', 'the.updateTook')
self.console:watch('view.tween.status', 'the.app.view.tween.status()')
self.console:watch('view.tween.active', 'the.app.view.tween.active')
--self.console:watch('drawTook', 'the.drawTook')
-- back off that dark overlay a bit
self.console.fill.fill[4] = 75
end
end,
onUpdate = function (self, dt)
if the.keys:justPressed('escape') then
self.quit()
end
end,
update = function (self, dt)
the.updateStart = love.timer.getMicroTime()
App.update(self, dt)
if the.updateStart then
the.updateTook = love.timer.getMicroTime() - the.updateStart
end
end
}
-- for accessing from debug console
function l(level)
the.app.view = GameView:new{level = level}
end
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