Sliced game loop into game, gameworld and editor. added editor keybind for palette.
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0706d76b57
commit
2b323fff8f
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@ -20,3 +20,5 @@ require "data/scripts/keybind"
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require "data/scripts/pause"
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-- game loop
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require "data/scripts/game"
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require "data/scripts/gameworld"
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require "data/scripts/editor"
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@ -0,0 +1,81 @@
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function EditorStep()
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palette = palette or false
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AnimateTiles()
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if Keybind:HasPressed(Keybind.editor.palette) then
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if palette then
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palette = false
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else
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palette = true
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end
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end
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end
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function EditorDraw()
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GameworldDraw()
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if palette then
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EditorDrawPalette()
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end
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end
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function EditorDrawPalette()
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local width = LevelData.tileset:getPixelWidth()/tileProperties.width
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local height = LevelData.tileset:getPixelHeight()/tileProperties.height
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local position_x = 1
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local position_y = 1
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for i = 1, #TileIndex-width-1 do
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love.graphics.draw(
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LevelData.tileset,
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TileIndex[i],
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position_x * tileProperties.width*2,
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(--[[p_scroll +]]position_y) * tileProperties.height*2,
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0,
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2,
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2
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)
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position_x = position_x + 1
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if position_x > width then
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position_x = position_x - width
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position_y = position_y + 1
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end
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end
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love.graphics.rectangle(
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"line",
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tileProperties.width*2,
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(--[[p_scroll +]] 1) * tileProperties.height*2,
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2*LevelData.tileset:getPixelWidth(),
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2*LevelData.tileset:getPixelHeight()
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)
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end
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--[[
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function DrawSelectingPaletteTile()
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if selecting_tile ~= nil then
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local width = TileProperties.tileset:getPixelWidth()/TileProperties.width
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local height = TileProperties.tileset:getPixelHeight()/TileProperties.height
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local positionx = 1
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local positiony = 1
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for i = 1, #Tile-12 do
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if i == selecting_tile then
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love.graphics.rectangle(
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"line",
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positionx * TileProperties.width*2,
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(p_scroll + positiony) * TileProperties.height*2,
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TileProperties.width*2-1,
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TileProperties.height*2-1
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)
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end
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positionx = positionx + 1
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if positionx > width then
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positionx = positionx - width
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positiony = positiony + 1
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end
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end
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end
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end]]
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@ -1,15 +1,4 @@
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function stepEditor()
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palette = palette or false
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AnimateTiles()
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if love.keyboard.isDown("tab") and not pressed then
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if palette then palette = false else palette = true end
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local pressed = true
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else
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pressed = false
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end
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end
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function stepGame()
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function GameStep()
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-- GAME STEP
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if not do_pause then
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SetCollisionFlags(main_Player)
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@ -23,27 +12,10 @@ function stepGame()
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end
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end
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function drawEditor()
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if game.width ~= love.graphics.getWidth() or game.height ~= love.graphics.getHeight() then
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Camera.height = game.height
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Camera.width = game.width
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Canvas.Darkness:release()
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Canvas.Darkness = CreateDarkness()
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love.graphics.setCanvas(Canvas.Darkness)
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SetDarkness()
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love.graphics.setCanvas()
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end
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function GameDraw()
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gameworldDraw()
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if palette then
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paletteDraw()
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end
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end
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function drawGame()
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gameworldDraw()
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gameworldLighting()
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GameworldDraw()
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GameworldLighting()
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-- HUD
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textScale = 0.5
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@ -58,109 +30,3 @@ function drawGame()
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-- reset color
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if do_pause then PauseUI() end
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end
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function gameworldDraw()
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-- resize proof
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if game_resize then
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Camera.height = game.height
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Camera.width = game.width
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end
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local pcr, pcg, pcb, pca = love.graphics.getColor()
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love.graphics.scale(game.scale,game.scale)
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love.graphics.setColor(1,1,1,1)
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LevelDisplayBackground()
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for _, enty in pairs(LoadedEntities) do
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enty:HandleAnimation()
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end
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LevelDisplayForeground()
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love.graphics.setColor(pcr, pcg, pcb, pca)
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end
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function gameworldLighting()
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if game_resize then
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Canvas.Darkness:release()
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Canvas.Darkness = CreateDarkness()
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love.graphics.setCanvas(Canvas.Darkness)
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SetDarkness()
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love.graphics.setCanvas()
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end
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-- work on lighting canvas
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love.graphics.setCanvas(Canvas.Darkness)
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SetDarkness()
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DoLights()
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DoBorder()
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-- apply to game canvas
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love.graphics.setColor(1,1,1,1)
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love.graphics.setCanvas()
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love.graphics.scale(1,1)
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DrawDarkness()
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end
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function paletteDraw()
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local width = LevelData.tileset:getPixelWidth()/tileProperties.width
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local height = LevelData.tileset:getPixelHeight()/tileProperties.height
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local position_x = 1
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local position_y = 1
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for i = 1, #TileIndex-width-1 do
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love.graphics.draw(
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LevelData.tileset,
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TileIndex[i],
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position_x * tileProperties.width*2,
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(--[[p_scroll +]]position_y) * tileProperties.height*2,
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0,
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2,
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2
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)
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position_x = position_x + 1
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if position_x > width then
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position_x = position_x - width
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position_y = position_y + 1
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end
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end
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love.graphics.rectangle(
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"line",
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tileProperties.width*2,
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(--[[p_scroll +]] 1) * tileProperties.height*2,
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2*LevelData.tileset:getPixelWidth(),
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2*LevelData.tileset:getPixelHeight()
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)
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end
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--[[
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function DrawSelectingPaletteTile()
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if selecting_tile ~= nil then
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local width = TileProperties.tileset:getPixelWidth()/TileProperties.width
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local height = TileProperties.tileset:getPixelHeight()/TileProperties.height
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local positionx = 1
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local positiony = 1
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for i = 1, #Tile-12 do
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if i == selecting_tile then
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love.graphics.rectangle(
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"line",
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positionx * TileProperties.width*2,
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(p_scroll + positiony) * TileProperties.height*2,
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TileProperties.width*2-1,
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TileProperties.height*2-1
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)
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end
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positionx = positionx + 1
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if positionx > width then
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positionx = positionx - width
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positiony = positiony + 1
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end
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end
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end
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end]]
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@ -0,0 +1,42 @@
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function GameworldDraw()
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-- resize proof
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if game_resize then
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Camera.height = game.height
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Camera.width = game.width
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end
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local pcr, pcg, pcb, pca = love.graphics.getColor()
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love.graphics.scale(game.scale,game.scale)
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love.graphics.setColor(1,1,1,1)
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LevelDisplayBackground()
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for _, enty in pairs(LoadedEntities) do
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enty:HandleAnimation()
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end
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LevelDisplayForeground()
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love.graphics.setColor(pcr, pcg, pcb, pca)
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end
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function GameworldLighting()
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if game_resize then
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Canvas.Darkness:release()
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Canvas.Darkness = CreateDarkness()
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love.graphics.setCanvas(Canvas.Darkness)
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SetDarkness()
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love.graphics.setCanvas()
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end
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-- work on lighting canvas
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love.graphics.setCanvas(Canvas.Darkness)
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SetDarkness()
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DoLights()
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DoBorder()
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-- apply to game canvas
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love.graphics.setColor(1,1,1,1)
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love.graphics.setCanvas()
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love.graphics.scale(1,1)
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DrawDarkness()
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end
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@ -2,6 +2,7 @@ Keybind = {}
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Keybind.move = {}
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Keybind.menu = {}
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Keybind.debug = {}
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Keybind.editor = {}
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function Keybind:CheckDown(action)
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for _, keyname in pairs(action.keys) do
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@ -63,6 +64,8 @@ function Keybind:Default()
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Keybind.debug.reposition = { keys = {"f2"}}
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Keybind.debug.reload = { keys = {"f3"}}
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Keybind.debug.editor = { keys = {"f4"}}
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-- Editor
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Keybind.editor.palette = { keys = {"tab"}}
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end
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-- Set default values at start
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8
main.lua
8
main.lua
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@ -106,9 +106,9 @@ function love.update(dt)
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--editor
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if editor_mode then
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stepEditor()
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EditorStep()
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else
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stepGame()
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GameStep()
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end
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end
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@ -134,9 +134,9 @@ function love.draw()
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end
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if editor_mode then
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drawEditor()
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EditorDraw()
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else
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drawGame()
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GameDraw()
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end
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love.graphics.print(arrow,10,40)
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end
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