- More cleanup
- Added kupos entity and sprites (body, bow) - Finally understood my code
This commit is contained in:
49
main.lua
49
main.lua
@@ -11,7 +11,7 @@ function love.load()
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love.keyboard.setKeyRepeat(true)
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love.graphics.setDefaultFilter("nearest") -- good pixel
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game = {
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scale = 2.5,
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scale = 2,
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width = love.graphics.getWidth(),
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height = love.graphics.getHeight(),
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paused = false
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@@ -19,14 +19,16 @@ function love.load()
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require "data/scripts"
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Camera.width = game.width
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Camera.height = game.height
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levelList = {"level1","level2","level3","tileset"}
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levelList = {"level1","2","3","ewae","tileset"}
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levelNum = 1
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currLevel = levelList[levelNum]
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LoadTiles()
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InitPlayer()
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main_player = player:newPlayer(0,0)
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main_player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png")
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main_player:LoadAnimation(animation.nancy.idle)
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LevelLoadTiles()
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main_Player = Player:New(1220,220)
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LoadedEntities = {}
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table.insert(LoadedEntities,main_Player)
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table.insert(LoadedEntities,Kupo:New(800,200))
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main_Player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png")
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main_Player:LoadAnimation(animation.nancy.idle)
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end
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function love.update(dt)
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@@ -44,17 +46,20 @@ function love.update(dt)
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-- saveproof to game resize
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game.width = love.graphics.getWidth()
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game.height = love.graphics.getHeight()
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Camera.height = game.height
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Camera.width = game.width
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-- GAME STEP
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if not do_pause then
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SetCollisionFlags(main_player)
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main_player:DoInput()
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main_player:DoPhysics()
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main_player:HandleAnimation()
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main_player:Animate()
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SetCollisionFlags(main_Player)
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for _, enty in pairs(LoadedEntities) do
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enty:DoInput()
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enty:DoPhysics()
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enty:HandleAnimation()
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enty:Animate()
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end
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AnimateTiles()
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Camera:CenterAt(main_player.pos.x, main_player.pos.y,LevelInfo.Width,LevelInfo.Height)
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--camera:ScreenAt(main_player.pos.x, main_player.pos.y,game.width,game.height)
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Camera:CenterAt(main_Player.pos.x, main_Player.pos.y,LevelInfo.Width,LevelInfo.Height)
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--camera:ScreenAt(main_Player.pos.x, main_Player.pos.y,game.width,game.height)
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end
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end
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@@ -81,7 +86,7 @@ function love.keypressed(key)
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end
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if key == "f2" then
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main_player.pos.x, main_player.pos.y = 0,-0.1
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main_Player.pos.x, main_Player.pos.y = 0,-0.1
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end
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if key == "f3" then
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@@ -92,15 +97,17 @@ function love.keypressed(key)
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levelNum = levelNum + 1
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if levelNum > #levelList then levelNum = levelNum - #levelList end
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currLevel = levelList[levelNum]
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LoadTiles()
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main_player.pos.x, main_player.pos.y = 0,-0.1
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LevelLoadTiles()
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main_Player.pos.x, main_Player.pos.y = 0,-0.1
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end
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end
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function love.draw()
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TilesDisplayBack()
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main_player:Draw()
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TilesDisplayFront()
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LevelDisplayBackground()
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for _, enty in pairs(LoadedEntities) do
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enty:Draw()
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end
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LevelDisplayForeground()
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-- Save color
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local pcr, pcg, pcb, pca = love.graphics.getColor()
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