- More cleanup

- Added kupos entity and sprites (body, bow)
- Finally understood my code
This commit is contained in:
lustlion
2021-10-22 18:23:05 +02:00
parent 966aebf046
commit 5b7924fe4e
157 changed files with 394 additions and 1159 deletions

View File

@@ -11,7 +11,7 @@ function love.load()
love.keyboard.setKeyRepeat(true)
love.graphics.setDefaultFilter("nearest") -- good pixel
game = {
scale = 2.5,
scale = 2,
width = love.graphics.getWidth(),
height = love.graphics.getHeight(),
paused = false
@@ -19,14 +19,16 @@ function love.load()
require "data/scripts"
Camera.width = game.width
Camera.height = game.height
levelList = {"level1","level2","level3","tileset"}
levelList = {"level1","2","3","ewae","tileset"}
levelNum = 1
currLevel = levelList[levelNum]
LoadTiles()
InitPlayer()
main_player = player:newPlayer(0,0)
main_player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png")
main_player:LoadAnimation(animation.nancy.idle)
LevelLoadTiles()
main_Player = Player:New(1220,220)
LoadedEntities = {}
table.insert(LoadedEntities,main_Player)
table.insert(LoadedEntities,Kupo:New(800,200))
main_Player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png")
main_Player:LoadAnimation(animation.nancy.idle)
end
function love.update(dt)
@@ -44,17 +46,20 @@ function love.update(dt)
-- saveproof to game resize
game.width = love.graphics.getWidth()
game.height = love.graphics.getHeight()
Camera.height = game.height
Camera.width = game.width
-- GAME STEP
if not do_pause then
SetCollisionFlags(main_player)
main_player:DoInput()
main_player:DoPhysics()
main_player:HandleAnimation()
main_player:Animate()
SetCollisionFlags(main_Player)
for _, enty in pairs(LoadedEntities) do
enty:DoInput()
enty:DoPhysics()
enty:HandleAnimation()
enty:Animate()
end
AnimateTiles()
Camera:CenterAt(main_player.pos.x, main_player.pos.y,LevelInfo.Width,LevelInfo.Height)
--camera:ScreenAt(main_player.pos.x, main_player.pos.y,game.width,game.height)
Camera:CenterAt(main_Player.pos.x, main_Player.pos.y,LevelInfo.Width,LevelInfo.Height)
--camera:ScreenAt(main_Player.pos.x, main_Player.pos.y,game.width,game.height)
end
end
@@ -81,7 +86,7 @@ function love.keypressed(key)
end
if key == "f2" then
main_player.pos.x, main_player.pos.y = 0,-0.1
main_Player.pos.x, main_Player.pos.y = 0,-0.1
end
if key == "f3" then
@@ -92,15 +97,17 @@ function love.keypressed(key)
levelNum = levelNum + 1
if levelNum > #levelList then levelNum = levelNum - #levelList end
currLevel = levelList[levelNum]
LoadTiles()
main_player.pos.x, main_player.pos.y = 0,-0.1
LevelLoadTiles()
main_Player.pos.x, main_Player.pos.y = 0,-0.1
end
end
function love.draw()
TilesDisplayBack()
main_player:Draw()
TilesDisplayFront()
LevelDisplayBackground()
for _, enty in pairs(LoadedEntities) do
enty:Draw()
end
LevelDisplayForeground()
-- Save color
local pcr, pcg, pcb, pca = love.graphics.getColor()