/ld26

To get this branch, use:
bzr branch /bzr/ld26
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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
   -- },
   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)
              if not levels[self.level] then
                 error('no such level: '..self.level)
              end
              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