save game
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17
main.lua
17
main.lua
@ -14,13 +14,20 @@ function love.load()
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sprites.player_stand = love.graphics.newImage('sprites/player_stand.png')
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require('player')
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resetPlayerPosition()
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require('show')
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require('coin')
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anim8 = require 'anim8'
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sti = require 'sti'
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camera = require 'camera'
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saveData = {}
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saveData.bestTime = 999
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if love.filesystem.exists("data.lua") then
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local data = love.filesystem.load("data.lua")
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data()
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end
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platforms = {}
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cam = camera()
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@ -30,6 +37,7 @@ function love.load()
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end
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spawnCoins()
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resetPlayerPosition()
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DIRECTION_LEFT = -1
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DIRECTION_RIGHT = 1
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@ -55,6 +63,10 @@ function love.update(dt)
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gameState = "menu"
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resetPlayerPosition()
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spawnCoins()
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if timer < saveData.bestTime then
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saveData.bestTime = math.floor(timer)
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love.filesystem.write("data.lua", table.show(saveData, "saveData"))
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end
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end
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end
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@ -77,6 +89,7 @@ function love.draw()
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if gameState == "menu" then
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love.graphics.setFont(myFont)
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love.graphics.printf("Press any key to begin!", 0, 50, love.graphics.getWidth(), "center")
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love.graphics.printf("Best time:" .. saveData.bestTime, 0, 150, love.graphics.getWidth(), "center")
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end
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if gameState == "game" then
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love.graphics.print("Time:" .. math.ceil(timer), 10, 660)
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105
show.lua
Normal file
105
show.lua
Normal file
@ -0,0 +1,105 @@
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--[[
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Author: Julio Manuel Fernandez-Diaz
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Date: January 12, 2007
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(For Lua 5.1)
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Modified slightly by RiciLake to avoid the unnecessary table traversal in tablecount()
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Formats tables with cycles recursively to any depth.
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The output is returned as a string.
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References to other tables are shown as values.
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Self references are indicated.
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The string returned is "Lua code", which can be procesed
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(in the case in which indent is composed by spaces or "--").
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Userdata and function keys and values are shown as strings,
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which logically are exactly not equivalent to the original code.
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This routine can serve for pretty formating tables with
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proper indentations, apart from printing them:
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print(table.show(t, "t")) -- a typical use
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Heavily based on "Saving tables with cycles", PIL2, p. 113.
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Arguments:
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t is the table.
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name is the name of the table (optional)
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indent is a first indentation (optional).
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--]]
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function table.show(t, name, indent)
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local cart -- a container
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local autoref -- for self references
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--[[ counts the number of elements in a table
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local function tablecount(t)
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local n = 0
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for _, _ in pairs(t) do n = n+1 end
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return n
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end
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]]
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-- (RiciLake) returns true if the table is empty
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local function isemptytable(t) return next(t) == nil end
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local function basicSerialize (o)
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local so = tostring(o)
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if type(o) == "function" then
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local info = debug.getinfo(o, "S")
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-- info.name is nil because o is not a calling level
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if info.what == "C" then
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return string.format("%q", so .. ", C function")
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else
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-- the information is defined through lines
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return string.format("%q", so .. ", defined in (" ..
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info.linedefined .. "-" .. info.lastlinedefined ..
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")" .. info.source)
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end
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elseif type(o) == "number" or type(o) == "boolean" then
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return so
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else
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return string.format("%q", so)
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end
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end
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local function addtocart (value, name, indent, saved, field)
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indent = indent or ""
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saved = saved or {}
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field = field or name
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cart = cart .. indent .. field
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if type(value) ~= "table" then
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cart = cart .. " = " .. basicSerialize(value) .. ";\n"
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else
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if saved[value] then
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cart = cart .. " = {}; -- " .. saved[value]
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.. " (self reference)\n"
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autoref = autoref .. name .. " = " .. saved[value] .. ";\n"
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else
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saved[value] = name
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--if tablecount(value) == 0 then
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if isemptytable(value) then
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cart = cart .. " = {};\n"
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else
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cart = cart .. " = {\n"
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for k, v in pairs(value) do
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k = basicSerialize(k)
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local fname = string.format("%s[%s]", name, k)
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field = string.format("[%s]", k)
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-- three spaces between levels
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addtocart(v, fname, indent .. " ", saved, field)
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end
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cart = cart .. indent .. "};\n"
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end
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end
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end
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end
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name = name or "__unnamed__"
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if type(t) ~= "table" then
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return name .. " = " .. basicSerialize(t)
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end
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cart, autoref = "", ""
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addtocart(t, name, indent)
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return cart .. autoref
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end
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