Rehandled menus; reworked dialog, added dialogsequences instead of dialogboxes
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143
data/enums.lua
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143
data/enums.lua
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-- animationsç
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-- all these are linear animations, maybe in the future make proper animations?
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animation = {
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cursed_book = {
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attack_loop = {
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path = "assets/entities/cursed_book/attack_loop",
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frames = 1,
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speed = 0
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},
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attack_transition = {
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path = "assets/entities/cursed_book/attack_transition",
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frames = 5,
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speed = 1/16
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},
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flying = {
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path = "assets/entities/cursed_book/flying",
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frames = 11,
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speed = 1/16
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},
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spawn = {
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path = "assets/entities/cursed_book/spawn",
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frames = 5,
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speed = 0
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}
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},
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particle = {
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simple = {
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path = "assets/entities/particle/simple",
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frames = 4,
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speed = 1/4
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}
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},
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fairy = {
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flying = {
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path = "assets/entities/fairy/flying",
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frames = 2,
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speed = 1/30
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}
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},
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decoration = {
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candelabra = {
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path = "assets/entities/decoration/candelabra",
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frames = 8,
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speed = 1/6
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}
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},
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kupo = {
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body = {
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path = "assets/entities/kupo/kupo",
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frames = 4,
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speed = 1/8
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},
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bow = {
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path = "assets/entities/kupo/kupo_bow",
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frames = 6,
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speed = 1/10
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},
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arrow = {
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path = "assets/entities/kupo/kupo_arrow",
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frames = 1,
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speed = 0
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}
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},
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moth_mask = {
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idle = {
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path = "assets/entities/nancy/moth_mask/idle",
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frames = 4,
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speed = 1/8
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},
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run = {
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path = "assets/entities/nancy/moth_mask/run",
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frames = 6,
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speed = 1/8
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},
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fall = {
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path = "assets/entities/nancy/moth_mask/fall",
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frames = 3,
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speed = 1/8
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},
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jump = {
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path = "assets/entities/nancy/moth_mask/jump",
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frames = 3,
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speed = 1/8
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}
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},
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nancy = {
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idle = {
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path = "assets/entities/nancy/idle",
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frames = 4,
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speed = 1/8
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},
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run = {
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path = "assets/entities/nancy/run",
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frames = 6,
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speed = 1/8
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},
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fall = {
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path = "assets/entities/nancy/fall",
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frames = 3,
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speed = 1/8
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},
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jump = {
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path = "assets/entities/nancy/jump",
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frames = 3,
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speed = 1/8
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}
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}
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}
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-- animation loader
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-- im unsure if this is too memory expensive (probably)
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-- this should go elsewhere, maybe
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for _, object in pairs(animation) do
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for _, anim in pairs(object) do
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anim.imgs = {}
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for i = 1, anim.frames do
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table.insert(anim.imgs,love.graphics.newImage(anim.path..tostring(i)..".png"))
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end
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end
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end
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levelProperties = {
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pos = {
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x = 0,
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y = 0
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},
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-- im unsure why there's offset at all, here
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offset = {
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x = 0,
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y = 0
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}
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}
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tileset = {
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bricks = love.graphics.newImage("assets/tileset/bricks.png"),
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library = love.graphics.newImage("assets/tileset/library.png")
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}
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tileProperties = {
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width = 16,
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height = 16,
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scale = 1,
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}
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