lua-love-platformer/main.lua

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--[[ LOVE STUFF ]]
function love.load()
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love.window.setMode(1440, 700)
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myWorld = love.physics.newWorld(0, 500, false)
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myWorld:setCallbacks(beginContact, endContact, preSolve, postSolve)
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sprites = {}
sprites.coin_sheet = love.graphics.newImage('sprites/coin_sheet.png')
sprites.player_jump = love.graphics.newImage('sprites/player_jump.png')
sprites.player_stand = love.graphics.newImage('sprites/player_stand.png')
require('player')
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require('coin')
anim8 = require 'anim8'
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sti = require 'sti'
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platforms = {}
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gameMap = sti("maps/map.lua", { "box2d" })
for i, obj in pairs(gameMap.layers['platforms'].objects) do
spawnPlatform(obj.x, obj.y, obj.width, obj.height)
end
for i, obj in pairs(gameMap.layers['coins'].objects) do
spawnCoin(obj.x, obj.y)
end
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DIRECTION_LEFT = -1
DIRECTION_RIGHT = 1
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end
function love.update(dt)
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myWorld:update(dt)
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playerUpdate(dt)
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gameMap:update(dt)
coinUpdate(dt)
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for i,c in ipairs(coins) do
c.animation:update(dt)
end
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end
function love.draw()
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gameMap:drawLayer(gameMap.layers['Tile Layer 1'])
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love.graphics.draw(
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player.sprite,
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player.body:getX(),
player.body:getY(),
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nil, player.direction, 1,
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sprites.player_stand:getWidth()/2, sprites.player_stand:getHeight()/2)
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for i, c in ipairs(coins) do
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c.animation:draw(sprites.coin_sheet, c.x, c.y, nil, nil, nil, 20.5, 21)
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end
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end
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function love.keypressed(key, scancode, isrepeat)
if key == "space" and player.grounded then
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player.body:applyLinearImpulse(0, -2800)
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end
end
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function spawnPlatform(x, y, width, height)
local platform = {}
platform.body = love.physics.newBody(myWorld, x, y, 'static')
platform.shape = love.physics.newRectangleShape(width/2, height/2, width, height)
platform.fixture = love.physics.newFixture(platform.body, platform.shape)
platform.width = width
platform.height = height
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table.insert(platforms, platform)
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end
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function beginContact(a, b, coll)
player.grounded = true
end
function endContact(a, b, coll)
player.grounded = false
end
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function distanceBetweenObjects(obj1, obj2)
return distanceBetween(obj1.x, obj1.y, obj2.x, obj2.y)
end
function distanceBetween(x1, y1, x2, y2)
return math.sqrt((y2 - y1)^2 + (x2 - x1)^2)
end