1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
|
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
},
bridge = {
objects = function() return {
Tile:new{image = 'data/bridge-bg.png'},
Player:new{x = 121, y = 440,
image = 'data/bridge-player.png'},
Tile:new{image = 'data/bridge-fg.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
|