cant fix this bug but revamped the debug selected entity screen!
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a2d71f00cd
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17
main.lua
17
main.lua
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@ -27,6 +27,10 @@ function love.load()
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g3d.camera.zoom = 10
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g3d.camera.zoom = 10
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speed = 0
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speed = 0
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-- debug
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scroll = 0
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debug = false
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-- player
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-- player
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player = {
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player = {
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id = 1
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id = 1
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@ -94,9 +98,13 @@ function love.update(dt)
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end
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end
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function love.wheelmoved(_, y)
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function love.wheelmoved(_, y)
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if debug then
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scroll = scroll+15*y
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else
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-- get scroll to do zoom, and call camera update
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-- get scroll to do zoom, and call camera update
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g3d.camera.zoom = math.min(math.max(3,g3d.camera.zoom-y/1.5),30)
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g3d.camera.zoom = math.min(math.max(3,g3d.camera.zoom-y/1.5),30)
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is_scrolling = true
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is_scrolling = true
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end
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end
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end
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function love.keypressed(key)
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function love.keypressed(key)
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@ -181,8 +189,13 @@ function draw_debug()
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uc = uc + 1
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uc = uc + 1
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if entity.model ~= nil then
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if entity.model ~= nil then
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if entity.is_animated and entity.is_selected == true then
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if entity.is_animated and entity.is_selected == true then
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love.graphics.print("["..entity.name.."] frame: "..entity.anim_frame.."/"..entity.anim_frames..", rm: \""..entity.rotate_mode.."\"",20,-20+40*uc)
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love.graphics.setColor(0,0,0,0.3)
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love.graphics.print("["..entity.name.."] animation: "..entity.anim_path,20,40*uc)
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love.graphics.rectangle("fill",15,-85+80*uc+scroll,game_width-30,70)
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love.graphics.setColor(1,1,1)
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love.graphics.print("["..u.name..", model: "..entity.name.." (id: "..entity.num..")] (level id: "..entity.tnum..")",20,-80+80*uc+scroll)
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love.graphics.print("frame: "..entity.anim_frame.."/"..entity.anim_frames..", rm: \""..entity.rotate_mode.."\"",40,-60+80*uc+scroll)
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love.graphics.print("animation: "..entity.anim_path,40,-40+80*uc+scroll)
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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 end
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end end
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@ -4,7 +4,7 @@ levels.main_menu = {
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entities = {},
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entities = {},
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units = {}
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units = {}
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}
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}
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total_model_count = 0
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local entities = levels.main_menu.entities
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local entities = levels.main_menu.entities
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local units = levels.main_menu.units
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local units = levels.main_menu.units
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@ -24,12 +24,21 @@ end end
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math.randomseed(3)
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math.randomseed(3)
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-- bunch of implings (40)
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-- bunch of implings (40)
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local nu = Unit:newUnit("Ariel Army",player.id,portrait._ariel,statTable.implings)
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local nu = Unit:newUnit("Succubi Army",player.id,portrait._ariel,statTable.implings)
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local xx, yy, zz = 3, 0, 0
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local xx, yy, zz = 3, 0, 0
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local model_count = 0
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for i = 1, 8, 1 do for j = 1, 5, 1 do
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for i = 1, 8, 1 do for j = 1, 5, 1 do
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local imp = Object:new2DAnimated("implings",portrait._ariel,xx+0.5*(i+1),yy+0,zz+0.5*(j+1),16,16)
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model_count = model_count + 1
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total_model_count = total_model_count + 1
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-- create and define
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local imp = Object:new2DAnimated("ariel",portrait._ariel,xx+0.5*(i+1),yy+0,zz+0.5*(j+1),16,16)
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imp.num = model_count
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imp.tnum = total_model_count
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load_animation(imp,animation._ariel.idle,4,8)
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load_animation(imp,animation._ariel.idle,4,8)
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-- add to unit
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addToUnit(nu,imp)
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addToUnit(nu,imp)
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end end
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end end
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table.insert(units,nu)
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table.insert(units,nu)
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@ -74,11 +83,15 @@ for i = 1, 3, 1 do for j = 1, 2, 1 do
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end end
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end end
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table.insert(units,nu)]]
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table.insert(units,nu)]]
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local nu = Unit:newUnit("Azifer",player.id,portrait._yari,statTable.implings)
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-- create class
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-- hero archdemon (1)
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local nu = Unit:newUnit("Hero Azifer",player.id,portrait._yari,statTable.implings)
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local xx, yy, zz = 0, 0, 3
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local xx, yy, zz = 0, 0, 3
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local azifer = Object:new2DAnimated("azifer",portrait._yari,xx,yy,zz,16,16)
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-- create and define
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local azifer = Object:new2DAnimated("Azifer",portrait._yari,xx,yy,zz,16,16)
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azifer.num = 1
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total_model_count = total_model_count + 1
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azifer.tnum = total_model_count
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load_animation(azifer,animation._yari.idle,4,8)
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load_animation(azifer,animation._yari.idle,4,8)
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addToUnit(nu,azifer)
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addToUnit(nu,azifer)
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