game states, more maps.
This commit is contained in:
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5332d5b1db
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216
camera.lua
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216
camera.lua
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--[[
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Copyright (c) 2010-2015 Matthias Richter
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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Except as contained in this notice, the name(s) of the above copyright holders
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shall not be used in advertising or otherwise to promote the sale, use or
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other dealings in this Software without prior written authorization.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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]]--
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local _PATH = (...):match('^(.*[%./])[^%.%/]+$') or ''
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local cos, sin = math.cos, math.sin
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local camera = {}
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camera.__index = camera
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-- Movement interpolators (for camera locking/windowing)
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camera.smooth = {}
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function camera.smooth.none()
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return function(dx,dy) return dx,dy end
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end
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function camera.smooth.linear(speed)
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assert(type(speed) == "number", "Invalid parameter: speed = "..tostring(speed))
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return function(dx,dy, s)
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-- normalize direction
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local d = math.sqrt(dx*dx+dy*dy)
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local dts = math.min((s or speed) * love.timer.getDelta(), d) -- prevent overshooting the goal
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if d > 0 then
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dx,dy = dx/d, dy/d
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end
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return dx*dts, dy*dts
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end
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end
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function camera.smooth.damped(stiffness)
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assert(type(stiffness) == "number", "Invalid parameter: stiffness = "..tostring(stiffness))
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return function(dx,dy, s)
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local dts = love.timer.getDelta() * (s or stiffness)
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return dx*dts, dy*dts
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end
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end
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local function new(x,y, zoom, rot, smoother)
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x,y = x or love.graphics.getWidth()/2, y or love.graphics.getHeight()/2
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zoom = zoom or 1
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rot = rot or 0
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smoother = smoother or camera.smooth.none() -- for locking, see below
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return setmetatable({x = x, y = y, scale = zoom, rot = rot, smoother = smoother}, camera)
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end
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function camera:lookAt(x,y)
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self.x, self.y = x, y
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return self
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end
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function camera:move(dx,dy)
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self.x, self.y = self.x + dx, self.y + dy
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return self
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end
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function camera:position()
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return self.x, self.y
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end
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function camera:rotate(phi)
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self.rot = self.rot + phi
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return self
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end
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function camera:rotateTo(phi)
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self.rot = phi
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return self
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end
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function camera:zoom(mul)
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self.scale = self.scale * mul
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return self
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end
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function camera:zoomTo(zoom)
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self.scale = zoom
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return self
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end
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function camera:attach(x,y,w,h, noclip)
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x,y = x or 0, y or 0
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w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
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self._sx,self._sy,self._sw,self._sh = love.graphics.getScissor()
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if not noclip then
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love.graphics.setScissor(x,y,w,h)
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end
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local cx,cy = x+w/2, y+h/2
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love.graphics.push()
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love.graphics.translate(cx, cy)
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love.graphics.scale(self.scale)
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love.graphics.rotate(self.rot)
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love.graphics.translate(-self.x, -self.y)
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end
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function camera:detach()
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love.graphics.pop()
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love.graphics.setScissor(self._sx,self._sy,self._sw,self._sh)
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end
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function camera:draw(...)
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local x,y,w,h,noclip,func
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local nargs = select("#", ...)
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if nargs == 1 then
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func = ...
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elseif nargs == 5 then
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x,y,w,h,func = ...
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elseif nargs == 6 then
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x,y,w,h,noclip,func = ...
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else
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error("Invalid arguments to camera:draw()")
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end
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self:attach(x,y,w,h,noclip)
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func()
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self:detach()
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end
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-- world coordinates to camera coordinates
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function camera:cameraCoords(x,y, ox,oy,w,h)
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ox, oy = ox or 0, oy or 0
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w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
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-- x,y = ((x,y) - (self.x, self.y)):rotated(self.rot) * self.scale + center
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local c,s = cos(self.rot), sin(self.rot)
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x,y = x - self.x, y - self.y
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x,y = c*x - s*y, s*x + c*y
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return x*self.scale + w/2 + ox, y*self.scale + h/2 + oy
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end
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-- camera coordinates to world coordinates
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function camera:worldCoords(x,y, ox,oy,w,h)
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ox, oy = ox or 0, oy or 0
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w,h = w or love.graphics.getWidth(), h or love.graphics.getHeight()
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-- x,y = (((x,y) - center) / self.scale):rotated(-self.rot) + (self.x,self.y)
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local c,s = cos(-self.rot), sin(-self.rot)
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x,y = (x - w/2 - ox) / self.scale, (y - h/2 - oy) / self.scale
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x,y = c*x - s*y, s*x + c*y
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return x+self.x, y+self.y
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end
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function camera:mousePosition(ox,oy,w,h)
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local mx,my = love.mouse.getPosition()
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return self:worldCoords(mx,my, ox,oy,w,h)
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end
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-- camera scrolling utilities
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function camera:lockX(x, smoother, ...)
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local dx, dy = (smoother or self.smoother)(x - self.x, self.y, ...)
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self.x = self.x + dx
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return self
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end
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function camera:lockY(y, smoother, ...)
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local dx, dy = (smoother or self.smoother)(self.x, y - self.y, ...)
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self.y = self.y + dy
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return self
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end
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function camera:lockPosition(x,y, smoother, ...)
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return self:move((smoother or self.smoother)(x - self.x, y - self.y, ...))
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end
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function camera:lockWindow(x, y, x_min, x_max, y_min, y_max, smoother, ...)
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-- figure out displacement in camera coordinates
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x,y = self:cameraCoords(x,y)
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local dx, dy = 0,0
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if x < x_min then
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dx = x - x_min
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elseif x > x_max then
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dx = x - x_max
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end
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if y < y_min then
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dy = y - y_min
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elseif y > y_max then
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dy = y - y_max
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end
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-- transform displacement to movement in world coordinates
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local c,s = cos(-self.rot), sin(-self.rot)
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dx,dy = (c*dx - s*dy) / self.scale, (s*dx + c*dy) / self.scale
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-- move
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self:move((smoother or self.smoother)(dx,dy,...))
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end
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-- the module
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return setmetatable({new = new, smooth = camera.smooth},
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{__call = function(_, ...) return new(...) end})
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18
main.lua
18
main.lua
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--[[ LOVE STUFF ]]
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--[[ LOVE STUFF ]]
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function love.load()
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function love.load()
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gameState = "menu"
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myFont = love.graphics.newFont(30)
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love.window.setMode(1440, 700)
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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 = love.physics.newWorld(0, 500, false)
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myWorld:setCallbacks(beginContact, endContact, preSolve, postSolve)
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myWorld:setCallbacks(beginContact, endContact, preSolve, postSolve)
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require('coin')
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require('coin')
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anim8 = require 'anim8'
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anim8 = require 'anim8'
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sti = require 'sti'
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sti = require 'sti'
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camera = require 'camera'
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platforms = {}
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platforms = {}
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cam = camera()
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gameMap = sti("maps/map.lua", { "box2d" })
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gameMap = sti("maps/map.lua", { "box2d" })
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for i, obj in pairs(gameMap.layers['platforms'].objects) do
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for i, obj in pairs(gameMap.layers['platforms'].objects) do
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spawnPlatform(obj.x, obj.y, obj.width, obj.height)
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spawnPlatform(obj.x, obj.y, obj.width, obj.height)
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gameMap:update(dt)
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gameMap:update(dt)
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coinUpdate(dt)
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coinUpdate(dt)
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cam:lookAt(player.body:getX(), love.graphics.getHeight()/2)
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for i,c in ipairs(coins) do
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for i,c in ipairs(coins) do
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c.animation:update(dt)
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c.animation:update(dt)
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end
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end
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end
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end
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function love.draw()
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function love.draw()
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cam:attach()
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gameMap:drawLayer(gameMap.layers['Tile Layer 1'])
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gameMap:drawLayer(gameMap.layers['Tile Layer 1'])
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love.graphics.draw(
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love.graphics.draw(
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@ -53,12 +62,21 @@ function love.draw()
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for i, c in ipairs(coins) do
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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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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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cam:detach()
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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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end
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end
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end
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function love.keypressed(key, scancode, isrepeat)
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function love.keypressed(key, scancode, isrepeat)
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if key == "space" and player.grounded then
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if key == "space" and player.grounded then
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player.body:applyLinearImpulse(0, -2800)
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player.body:applyLinearImpulse(0, -2800)
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end
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end
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if gameState == "menu" then
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gameState = "game"
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end
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end
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end
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function spawnPlatform(x, y, width, height)
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function spawnPlatform(x, y, width, height)
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@ -8,7 +8,7 @@ return {
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height = 10,
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height = 10,
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tilewidth = 70,
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tilewidth = 70,
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tileheight = 70,
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tileheight = 70,
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nextobjectid = 64,
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nextobjectid = 65,
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properties = {},
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properties = {},
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tilesets = {
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tilesets = {
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{
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{
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@ -282,7 +282,7 @@ return {
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name = "coins",
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name = "coins",
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visible = true,
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visible = true,
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opacity = 1,
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opacity = 1,
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offsetx = 0,
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offsetx = -33,
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offsety = 0,
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offsety = 0,
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draworder = "topdown",
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draworder = "topdown",
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properties = {},
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properties = {},
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.0" tiledversion="1.1.1" orientation="orthogonal" renderorder="right-down" width="100" height="10" tilewidth="70" tileheight="70" infinite="0" nextobjectid="64">
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<map version="1.0" tiledversion="1.1.1" orientation="orthogonal" renderorder="right-down" width="100" height="10" tilewidth="70" tileheight="70" infinite="0" nextobjectid="65">
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<tileset firstgid="1" name="map" tilewidth="70" tileheight="70" spacing="2" tilecount="156" columns="12">
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<tileset firstgid="1" name="map" tilewidth="70" tileheight="70" spacing="2" tilecount="156" columns="12">
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<image source="tiles_spritesheet.png" trans="ff05fa" width="914" height="936"/>
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<image source="tiles_spritesheet.png" trans="ff05fa" width="914" height="936"/>
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</tileset>
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</tileset>
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27
player.lua
27
player.lua
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player.direction = DIRECTION_RIGHT
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player.direction = DIRECTION_RIGHT
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function playerUpdate(dt)
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function playerUpdate(dt)
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if love.keyboard.isDown('a') then
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if gameState == "game" then
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player.body:setX(player.body:getX() - player.speed * dt)
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if love.keyboard.isDown('a') then
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player.direction = DIRECTION_LEFT
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player.body:setX(player.body:getX() - player.speed * dt)
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end
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player.direction = DIRECTION_LEFT
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end
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if love.keyboard.isDown('d') then
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if love.keyboard.isDown('d') then
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player.body:setX(player.body:getX() + player.speed * dt)
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player.body:setX(player.body:getX() + player.speed * dt)
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player.direction = DIRECTION_RIGHT
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player.direction = DIRECTION_RIGHT
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end
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end
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if player.grounded == true then
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if player.grounded == true then
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player.sprite = sprites.player_stand
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player.sprite = sprites.player_stand
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else
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else
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player.sprite = sprites.player_jump
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player.sprite = sprites.player_jump
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end
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end
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end
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end
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end
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Reference in New Issue
Block a user