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STRICT = true
DEBUG = true
require 'zoetrope'
--require 'sprite'
require 'version'
require 'player'
require 'transition'
require 'displacer'
require 'inventory'
require 'levels'
require 'items'
require 'troll'
require 'svg_levels'
GameView = View:extend {
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 {
level = 'shore', --default level
onRun = function (self)
print('Version: ' .. VERSION)
self.view = GameView:new{level = self.level}
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
--the.inventory:add(Flower:new())
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
function love.load(arg)
if arg[2] then
the.app.level = arg[2]
end
the.app:run()
end
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