- More cleanup
- Added kupos entity and sprites (body, bow) - Finally understood my code
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@@ -1,19 +1,27 @@
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entity = {class = "entity", anim_subframe = 0, anim_frame = 0, anim_imgs = {}, offset = {x = 0, y = 0}, scale = {x = 1, y = 1}, flip = { x = 1, y = 1}}
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Entity = {
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}
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function entity:newEntity(x,y)
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function Entity:New(x,y)
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o = {}
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o.pos = {x = x, y = y}
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o.vel = {x = 0, y = 0}
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o.class = "Entity"
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o.anim_subframe = 0
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o.anim_frame = 0
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o.anim_imgs = {}
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o.offset = {x = 0, y = 0}
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o.scale = {x = 1, y = 1}
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o.flip = { x = 1, y = 1}
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function entity:Move(target, speed) -- target = {tx int, ty int} / speed = int
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function Entity:Move(target, speed) -- target = {tx int, ty int} / speed = int
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end
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function entity:Draw()
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function Entity:Draw()
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if self.sprite ~= nil then
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love.graphics.draw(
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self.sprite,
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@@ -26,7 +34,7 @@ function entity:Draw()
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end
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end
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function entity:Animate()
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function Entity:Animate()
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if game_paused ~= true then
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-- try to animate
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self.anim_subframe = self.anim_subframe + current_dt
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@@ -46,7 +54,7 @@ function entity:Animate()
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end
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end
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function entity:LoadAnimation(anim,frames,speed)
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function Entity:LoadAnimation(anim,frames,speed)
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if self.anim_path ~= anim and self.anim_path ~= anim.path then
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if frames ~= nil and speed ~= nil then
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self.anim_path = anim or nil
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@@ -62,4 +70,5 @@ function entity:LoadAnimation(anim,frames,speed)
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end
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end
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require "data/scripts/entities/kupo"
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require "data/scripts/entities/player"
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