After Width: | Height: | Size: 92 B |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 1.2 KiB |
Before Width: | Height: | Size: 3.1 KiB |
Before Width: | Height: | Size: 1.3 KiB |
Before Width: | Height: | Size: 262 B |
Before Width: | Height: | Size: 927 B |
Before Width: | Height: | Size: 11 KiB |
Before Width: | Height: | Size: 273 B |
Before Width: | Height: | Size: 182 B |
Before Width: | Height: | Size: 217 B |
Before Width: | Height: | Size: 173 B |
|
@ -6,9 +6,9 @@ love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..m
|
|||
love.graphics.print("[main_Player]",10*textScale,40*textScale, 0, textScale)
|
||||
love.graphics.print("position: {"..main_Player.pos.x..", "..main_Player.pos.y.."}",10*textScale,60*textScale, 0, textScale)
|
||||
love.graphics.print("velocity: {"..main_Player.vel.x..", "..main_Player.vel.y.."}",10*textScale,80*textScale, 0, textScale)
|
||||
love.graphics.print("scale: {"..main_Player.scale.x..", "..main_Player.scale.y.."}",10*textScale,100*textScale, 0, textScale)
|
||||
love.graphics.print("sprite: "..tostring(main_Player.sprite)..", anim_speed: "..main_Player.anim_speed,10*textScale,120*textScale, 0, textScale)
|
||||
love.graphics.print("booleans: \"isOnGround\": "..tostring(main_Player.isOnGround),10*textScale,140*textScale, 0, textScale)
|
||||
love.graphics.print("scale: {"..main_Player.sprite_scale.x..", "..main_Player.sprite_scale.y.."}",10*textScale,100*textScale, 0, textScale)
|
||||
love.graphics.print("anim: "..tostring(main_Player.anim.path)..", anim.speed: "..main_Player.anim.speed,10*textScale,120*textScale, 0, textScale)
|
||||
love.graphics.print("states: \"isOnGround\": "..tostring(main_Player.isOnGround),10*textScale,140*textScale, 0, textScale)
|
||||
|
||||
love.graphics.print("[Camera]",10*textScale,160*textScale, 0, textScale)
|
||||
love.graphics.print("position: {"..Camera.pos.x..", "..Camera.pos.y.."}",10*textScale,180*textScale, 0, textScale)
|
||||
|
|
|
@ -0,0 +1,57 @@
|
|||
Arrow = Entity:New(x,y)
|
||||
|
||||
function Arrow:New(x,y,rotation,speed)
|
||||
local o = Entity:New(x,y)
|
||||
|
||||
o.pos = {x = x, y = y}
|
||||
o.speed = speed or 0
|
||||
o.sprite_rotation = rotation or 0
|
||||
o.vel = {
|
||||
x = o.speed * math.cos(o.sprite_rotation),
|
||||
y = o.speed * math.sin(o.sprite_rotation)
|
||||
}
|
||||
o.sprite_offset = {x = 13, y = 1}
|
||||
o.stuck = false
|
||||
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
table.insert(LoadedEntities,o)
|
||||
return o
|
||||
end
|
||||
|
||||
function Arrow:Smart()
|
||||
|
||||
end
|
||||
|
||||
function Arrow:HandleAnimation()
|
||||
self:LoadAnimation(animation.kupo.arrow)
|
||||
end
|
||||
|
||||
function Arrow:DoPhysics()
|
||||
-- horizontal collisions
|
||||
if not isThereAnyCollisionAt(self.pos.x + self.vel.x, self.pos.y) then
|
||||
self.pos.x = self.pos.x + self.vel.x
|
||||
else
|
||||
while not isThereCollisionAt(self.pos.x + math.sign(self.vel.x), self.pos.y) do
|
||||
self.pos.x = self.pos.x + math.sign(self.vel.x)
|
||||
end
|
||||
self.stuck = true
|
||||
end
|
||||
-- vertical collision
|
||||
if not isThereAnyCollisionAt(self.pos.x, self.pos.y + self.vel.y) then
|
||||
self.pos.y = self.pos.y + self.vel.y
|
||||
else
|
||||
while not isThereCollisionAt(self.pos.x, self.pos.y + math.sign(self.vel.y)) do
|
||||
self.pos.y = self.pos.y + math.sign(self.vel.y)
|
||||
end
|
||||
self.stuck = true
|
||||
end
|
||||
-- stuck into collisions
|
||||
if self.stuck then
|
||||
--lets allow the arrow to tip a bit into the thing
|
||||
self.pos.x = self.pos.x + self.vel.x / 5
|
||||
self.pos.y = self.pos.y + self.vel.y / 5
|
||||
self.vel.x = 0
|
||||
self.vel.y = 0
|
||||
end
|
||||
end
|
|
@ -5,22 +5,148 @@ Kupo = Entity:New(x,y)
|
|||
|
||||
o.pos = {x = x, y = y}
|
||||
o.speed = 20
|
||||
o.range = 1000
|
||||
|
||||
o.range = 200
|
||||
o.target = {x = x, y = y}
|
||||
o.sprite_offset = {x = 8, y = 5}
|
||||
-- kupo bow
|
||||
o.bow = self:NewAnimation(animation.kupo.bow)
|
||||
o.bow_flip = 1
|
||||
o.bow_rotation = 0
|
||||
o.bow_frame = 1
|
||||
o.bow_subframe = 1
|
||||
o.bow_aim_frame = 0
|
||||
o.bow_speed = 1/10
|
||||
o.bow_frames = 6
|
||||
o.bow_extraframes = 18
|
||||
o.bow_aim_frames = 8
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
|
||||
return o
|
||||
end
|
||||
|
||||
function Kupo:DoInput()
|
||||
function Kupo:Smart()
|
||||
|
||||
self.target.x = main_Player.pos.x - main_Player.target_offset.x
|
||||
self.target.y = main_Player.pos.y - main_Player.target_offset.y
|
||||
local distance_x = self.target.x - self.pos.x
|
||||
local distance_y = self.target.y - self.pos.y
|
||||
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
|
||||
local angle = math.atan(distance_y/distance_x)
|
||||
|
||||
if distance <= self.range then
|
||||
self.draw_bow = true
|
||||
|
||||
if distance_x > 0 then
|
||||
self.sprite_flip.x = 1
|
||||
else
|
||||
angle = angle + math.rad(180)
|
||||
end
|
||||
|
||||
-- fix so it can rotate from 0 to 360
|
||||
if math.deg(self.bow_rotation - angle) < 0 then
|
||||
self.bow_rotation = self.bow_rotation + math.rad(360)
|
||||
end
|
||||
|
||||
-- fix so it can rotate from 360 to 0
|
||||
if math.deg(self.bow_rotation - angle) > 180 then
|
||||
self.bow_rotation = self.bow_rotation - math.rad(360)
|
||||
end
|
||||
|
||||
-- actual rotation
|
||||
if self.bow_rotation < angle then
|
||||
self.bow_rotation = self.bow_rotation + math.rad(2)
|
||||
else
|
||||
self.bow_rotation = self.bow_rotation - math.rad(2)
|
||||
end
|
||||
--set in place
|
||||
if math.abs(math.deg(self.bow_rotation) - math.deg(angle)) < 2 then
|
||||
self.bow_rotation = angle
|
||||
end
|
||||
|
||||
-- holding tight dispersion -- also affets arrows
|
||||
if self.bow_rotation == angle then
|
||||
self.bow_rotation = self.bow_rotation + math.rad(math.random(math.abs(self.bow_frame-self.bow_aim_frames-self.bow_frames)/2))
|
||||
end
|
||||
|
||||
-- AIMING AI
|
||||
|
||||
self.bow_subframe = self.bow_subframe + current_dt
|
||||
|
||||
if self.bow_subframe > self.bow_speed then
|
||||
self.bow_subframe = self.bow_subframe - self.bow_speed
|
||||
if self.bow_frame == 3 then
|
||||
self.bow_aim_frame = self.bow_aim_frame + 1
|
||||
if self.bow_aim_frame > self.bow_aim_frames then
|
||||
self.bow_aim_frame = self.bow_aim_frame - self.bow_aim_frames
|
||||
self.bow_frame = self.bow_frame + 1
|
||||
Arrow:New(self.pos.x,self.pos.y,self.bow_rotation,30)
|
||||
end
|
||||
else
|
||||
self.bow_frame = self.bow_frame + 1
|
||||
end
|
||||
if self.bow_frame > self.bow_frames + self.bow_extraframes then
|
||||
self.bow_frame = self.bow_frame - self.bow_frames - self.bow_extraframes
|
||||
end
|
||||
end
|
||||
else
|
||||
self.bow_frame = 6
|
||||
self.draw_bow = true
|
||||
-- rest bow animation
|
||||
if distance_x > 0 then
|
||||
if self.bow_rotation > math.rad(45) then
|
||||
self.bow_rotation = self.bow_rotation - math.rad(3)
|
||||
elseif self.bow_rotation < math.rad(45) then
|
||||
self.bow_rotation = self.bow_rotation + math.rad(3)
|
||||
end
|
||||
|
||||
-- set in place
|
||||
if math.abs(math.deg(self.bow_rotation) - 45) < 3 then
|
||||
self.bow_rotation = math.rad(45)
|
||||
end
|
||||
self.sprite_flip.x = 1
|
||||
else
|
||||
if self.bow_rotation > math.rad(135) then
|
||||
self.bow_rotation = self.bow_rotation - math.rad(3)
|
||||
elseif self.bow_rotation < math.rad(135) then
|
||||
self.bow_rotation = self.bow_rotation + math.rad(3)
|
||||
end
|
||||
-- set in place
|
||||
if math.abs(math.deg(self.bow_rotation) - 135) < 3 then
|
||||
self.bow_rotation = math.rad(135)
|
||||
end
|
||||
self.sprite_flip.x = -1
|
||||
end
|
||||
end
|
||||
self.angle = angle
|
||||
end
|
||||
|
||||
function Kupo:HandleAnimation()
|
||||
-- flip sprite to look in the direction is moving
|
||||
if self.vel.x ~= 0 then self.flip.x = math.sign(self.vel.x) end
|
||||
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
|
||||
self:LoadAnimation(animation.kupo.body)
|
||||
if self.draw_bow == true then
|
||||
DrawAnimationFrame(
|
||||
self.bow,
|
||||
math.min(self.bow_frame,self.bow_frames),
|
||||
self.pos.x + ( 8 * math.sin(self.bow_rotation)) * game.scale,
|
||||
self.pos.y + (2 - 6 * math.cos(self.bow_rotation)) * game.scale,
|
||||
self.bow_rotation
|
||||
)
|
||||
end
|
||||
if debug_collision then
|
||||
love.graphics.setColor(1,0,0)
|
||||
love.graphics.line(
|
||||
self.pos.x - Camera.pos.x,
|
||||
self.pos.y - Camera.pos.y,
|
||||
self.target.x - Camera.pos.x,
|
||||
self.target.y - Camera.pos.y
|
||||
)
|
||||
love.graphics.circle( "line", self.pos.x - Camera.pos.x, self.pos.y - Camera.pos.y, self.range )
|
||||
love.graphics.setColor(1,1,1)
|
||||
love.graphics.print(self.bow_rotation, self.pos.x, self.pos.y+30)
|
||||
love.graphics.print(self.angle, self.pos.x, self.pos.y+50)
|
||||
end
|
||||
end
|
||||
|
||||
function Kupo:DoPhysics()
|
||||
|
|
|
@ -1,6 +1,44 @@
|
|||
Player = Entity:New(x,y)
|
||||
|
||||
function Player:DoInput()
|
||||
|
||||
function Player:New(x,y)
|
||||
local o = Entity:New(x,y)
|
||||
Player.health = 3
|
||||
Player.coins = 0
|
||||
|
||||
-- physics
|
||||
o.vel = {
|
||||
x = 0,
|
||||
y = 0
|
||||
}
|
||||
-- constants
|
||||
o.acc = 90
|
||||
o.friction = 20
|
||||
o.gravity = 9.81
|
||||
o.climbHeight = 4
|
||||
o.jumpForce = 5
|
||||
o.maxSpeed = 600
|
||||
o.jumpMaxSpeed = 9.5
|
||||
o.zeroSpeed = 0.001
|
||||
-- bools
|
||||
o.isJumping = false
|
||||
o.isOnGround = 0
|
||||
o.coyoteValue = 10
|
||||
o.isOnLadder = false
|
||||
o.canJump = true
|
||||
o.canFall = true
|
||||
o.canFriction = true
|
||||
|
||||
-- sprite
|
||||
o.sprite_offset = {x = 8, y = 16}
|
||||
o.target_offset = {x = 4, y = 12}
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
|
||||
return o
|
||||
end
|
||||
|
||||
function Player:Smart()
|
||||
-- PLATFORMER INPUT
|
||||
if self.isOnGround > 0 then
|
||||
-- apply friction
|
||||
|
@ -42,7 +80,7 @@ end
|
|||
function Player:HandleAnimation()
|
||||
|
||||
-- flip sprite to look in the direction is moving
|
||||
if self.vel.x ~= 0 then self.flip.x = math.sign(self.vel.x) end
|
||||
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
|
||||
|
||||
-- animation manager
|
||||
if self.isOnLadder then
|
||||
|
@ -163,40 +201,3 @@ function Player:DoPhysics()
|
|||
self.vel.x = self.vel.x * (1 - math.min(current_dt * self.friction/20, 1))
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function Player:New(x,y)
|
||||
local o = Entity:New(x,y)
|
||||
Player.health = 3
|
||||
Player.coins = 0
|
||||
|
||||
-- physics
|
||||
o.vel = {
|
||||
x = 0,
|
||||
y = 0
|
||||
}
|
||||
-- constants
|
||||
o.acc = 90
|
||||
o.friction = 20
|
||||
o.gravity = 9.81
|
||||
o.climbHeight = 4
|
||||
o.jumpForce = 5
|
||||
o.maxSpeed = 600
|
||||
o.jumpMaxSpeed = 9.5
|
||||
o.zeroSpeed = 0.001
|
||||
-- bools
|
||||
o.isJumping = false
|
||||
o.isOnGround = 0
|
||||
o.coyoteValue = 10
|
||||
o.isOnLadder = false
|
||||
o.canJump = true
|
||||
o.canFall = true
|
||||
o.canFriction = true
|
||||
|
||||
-- sprite
|
||||
o.offset = {x = -8, y = -16}
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
|
||||
return o
|
||||
end
|
||||
|
|
|
@ -6,12 +6,15 @@ function Entity:New(x,y)
|
|||
o.pos = {x = x, y = y}
|
||||
o.vel = {x = 0, y = 0}
|
||||
o.class = "Entity"
|
||||
o.anim_subframe = 0
|
||||
o.anim_frame = 0
|
||||
o.anim_imgs = {}
|
||||
o.offset = {x = 0, y = 0}
|
||||
o.scale = {x = 1, y = 1}
|
||||
o.flip = { x = 1, y = 1}
|
||||
o.anim = {}
|
||||
o.anim.subframe = 0
|
||||
o.anim.frame = 1
|
||||
o.anim.imgs = {}
|
||||
o.animations = {}
|
||||
o.sprite_offset = {x = 0, y = 0}
|
||||
o.sprite_scale = {x = 1, y = 1}
|
||||
o.sprite_rotation = math.rad(0)
|
||||
o.sprite_flip = { x = 1, y = 1}
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
return o
|
||||
|
@ -23,52 +26,128 @@ end
|
|||
|
||||
function Entity:Draw()
|
||||
if self.sprite ~= nil then
|
||||
local relative_position_x = self.pos.x - Camera.pos.x
|
||||
local relative_position_y = self.pos.y - Camera.pos.y
|
||||
local origin_compensation_x = - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * game.scale
|
||||
local origin_compensation_y = - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * game.scale
|
||||
local dimensions_x = self.sprite_scale.x * self.sprite_flip.x
|
||||
local dimensions_y = self.sprite_scale.y * self.sprite_flip.y
|
||||
love.graphics.draw(
|
||||
self.sprite,
|
||||
self.pos.x - Camera.pos.x + self.offset.x * game.scale * self.scale.x * self.flip.x,
|
||||
self.pos.y - Camera.pos.y + self.offset.y * game.scale * self.scale.y * self.flip.y,
|
||||
0,
|
||||
game.scale * self.scale.x * self.flip.x,
|
||||
game.scale * self.scale.y * self.flip.y
|
||||
relative_position_x + origin_compensation_x * dimensions_x,
|
||||
relative_position_y + origin_compensation_y * dimensions_y,
|
||||
self.sprite_rotation,
|
||||
game.scale * self.sprite_scale.x * self.sprite_flip.x,
|
||||
game.scale * self.sprite_scale.y * self.sprite_flip.y
|
||||
)
|
||||
if debug_collision then
|
||||
love.graphics.setColor(1, 0, 0)
|
||||
love.graphics.circle( "line", relative_position_x, relative_position_y, 2 )
|
||||
love.graphics.setColor(0, 1 ,0)
|
||||
love.graphics.circle( "line",
|
||||
relative_position_x + origin_compensation_x * dimensions_x,
|
||||
relative_position_y + origin_compensation_y * dimensions_y,
|
||||
2
|
||||
)
|
||||
end
|
||||
love.graphics.setColor(1, 1 ,1)
|
||||
end
|
||||
end
|
||||
|
||||
function Entity:NewAnimation(anim,frames,speed)
|
||||
local anim_data = {
|
||||
frame = 1,
|
||||
subframe = 1,
|
||||
path = anim.path,
|
||||
frames = anim.frames,
|
||||
speed = anim.speed,
|
||||
imgs = anim.imgs
|
||||
}
|
||||
self.animations[#self.animations+1] = anim_data
|
||||
|
||||
return self.animations[#self.animations]
|
||||
end
|
||||
|
||||
function DrawAnimationFrame(animation, frame, x, y, rotate, sx, sy)
|
||||
local x = x or 0
|
||||
local y = y or 0
|
||||
local sx = sx or 1
|
||||
local sy = sy or 1
|
||||
love.graphics.draw(
|
||||
animation.imgs[frame],
|
||||
x - Camera.pos.x,
|
||||
y - Camera.pos.y,
|
||||
rotate,
|
||||
game.scale * sx,
|
||||
game.scale * sy
|
||||
)
|
||||
end
|
||||
|
||||
function DrawAnimation(animation, x, y, rotate, sx, sy)
|
||||
local x = x or 0
|
||||
local y = y or 0
|
||||
local sx = sx or 1
|
||||
local sy = sy or 1
|
||||
if game_paused ~= true then
|
||||
-- try to animate
|
||||
animation.subframe = animation.subframe + current_dt
|
||||
|
||||
if animation.subframe >= animation.speed then
|
||||
animation.frame = animation.frame + 1
|
||||
animation.subframe = animation.subframe - animation.speed
|
||||
end
|
||||
|
||||
-- cycle
|
||||
if animation.frame >= animation.frames+1 then
|
||||
animation.frame = animation.frame - animation.frames
|
||||
end
|
||||
end
|
||||
love.graphics.draw(
|
||||
animation.imgs[animation.frame],
|
||||
x - Camera.pos.x,
|
||||
y - Camera.pos.y,
|
||||
rotate,
|
||||
game.scale * sx,
|
||||
game.scale * sy
|
||||
)
|
||||
end
|
||||
|
||||
function Entity:Animate()
|
||||
if game_paused ~= true then
|
||||
-- try to animate
|
||||
self.anim_subframe = self.anim_subframe + current_dt
|
||||
self.anim.subframe = self.anim.subframe + current_dt
|
||||
|
||||
if self.anim_subframe >= self.anim_speed then
|
||||
self.anim_frame = self.anim_frame + 1
|
||||
self.anim_subframe = self.anim_subframe - self.anim_speed
|
||||
if self.anim.subframe >= self.anim.speed then
|
||||
self.anim.frame = self.anim.frame + 1
|
||||
self.anim.subframe = self.anim.subframe - self.anim.speed
|
||||
end
|
||||
|
||||
-- cycle
|
||||
if self.anim_frame >= self.anim_frames+1 then
|
||||
self.anim_frame = self.anim_frame - self.anim_frames
|
||||
if self.anim.frame >= self.anim.frames+1 then
|
||||
self.anim.frame = self.anim.frame - self.anim.frames
|
||||
end
|
||||
|
||||
-- change
|
||||
self.sprite = self.anim_imgs[self.anim_frame]
|
||||
self.sprite = self.anim.imgs[self.anim.frame]
|
||||
end
|
||||
end
|
||||
|
||||
function Entity:LoadAnimation(anim,frames,speed)
|
||||
if self.anim_path ~= anim and self.anim_path ~= anim.path then
|
||||
if self.anim.path ~= anim and self.anim.path ~= anim.path then
|
||||
if frames ~= nil and speed ~= nil then
|
||||
self.anim_path = anim or nil
|
||||
self.anim_frames = frames or 4
|
||||
self.anim_speed = speed or frames
|
||||
self.anim.path = anim or nil
|
||||
self.anim.frames = frames or 4
|
||||
self.anim.speed = speed or frames
|
||||
else
|
||||
self.anim_path = anim.path
|
||||
self.anim_frames = anim.frames
|
||||
self.anim_speed = anim.speed
|
||||
self.anim.path = anim.path
|
||||
self.anim.frames = anim.frames
|
||||
self.anim.speed = anim.speed
|
||||
end
|
||||
|
||||
self.anim_imgs = anim.imgs
|
||||
self.anim.imgs = anim.imgs
|
||||
end
|
||||
end
|
||||
|
||||
require "data/scripts/entities/kupo"
|
||||
require "data/scripts/entities/arrow"
|
||||
require "data/scripts/entities/player"
|
||||
|
|
|
@ -1,6 +1,3 @@
|
|||
image = {
|
||||
background = love.graphics.newImage("assets/terrain/background.png")
|
||||
}
|
||||
-- animations
|
||||
animation = {
|
||||
kupo = {
|
||||
|
@ -12,7 +9,12 @@ animation = {
|
|||
bow = {
|
||||
path = "assets/characters/kupo/kupo_bow",
|
||||
frames = 6,
|
||||
speed = 1/8
|
||||
speed = 1/10
|
||||
},
|
||||
arrow = {
|
||||
path = "assets/characters/kupo/kupo_arrow",
|
||||
frames = 1,
|
||||
speed = 1
|
||||
}
|
||||
},
|
||||
nancy = {
|
||||
|
|
|
@ -6,4 +6,4 @@ function math.sign(x)
|
|||
else
|
||||
return 0
|
||||
end
|
||||
end
|
||||
end
|
||||
|
|
11
main.lua
|
@ -11,7 +11,7 @@ function love.load()
|
|||
love.keyboard.setKeyRepeat(true)
|
||||
love.graphics.setDefaultFilter("nearest") -- good pixel
|
||||
game = {
|
||||
scale = 2,
|
||||
scale = 1,
|
||||
width = love.graphics.getWidth(),
|
||||
height = love.graphics.getHeight(),
|
||||
paused = false
|
||||
|
@ -26,7 +26,8 @@ function love.load()
|
|||
main_Player = Player:New(1220,220)
|
||||
LoadedEntities = {}
|
||||
table.insert(LoadedEntities,main_Player)
|
||||
table.insert(LoadedEntities,Kupo:New(800,200))
|
||||
table.insert(LoadedEntities,Kupo:New(700,200))
|
||||
table.insert(LoadedEntities,Kupo:New(500,300))
|
||||
main_Player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png")
|
||||
main_Player:LoadAnimation(animation.nancy.idle)
|
||||
end
|
||||
|
@ -52,10 +53,8 @@ function love.update(dt)
|
|||
if not do_pause then
|
||||
SetCollisionFlags(main_Player)
|
||||
for _, enty in pairs(LoadedEntities) do
|
||||
enty:DoInput()
|
||||
enty:Smart()
|
||||
enty:DoPhysics()
|
||||
enty:HandleAnimation()
|
||||
enty:Animate()
|
||||
end
|
||||
AnimateTiles()
|
||||
Camera:CenterAt(main_Player.pos.x, main_Player.pos.y,LevelInfo.Width,LevelInfo.Height)
|
||||
|
@ -105,6 +104,8 @@ end
|
|||
function love.draw()
|
||||
LevelDisplayBackground()
|
||||
for _, enty in pairs(LoadedEntities) do
|
||||
enty:HandleAnimation()
|
||||
enty:Animate()
|
||||
enty:Draw()
|
||||
end
|
||||
LevelDisplayForeground()
|
||||
|
|