Created Particles, added fairy particle, added more entity methods like kill() and entity id
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@ -17,9 +17,11 @@ Arrow = Entity:New(x,y)
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-- animations
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o.body = Animation:New(animation.kupo.arrow)
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table.insert(LoadedEntities,o)
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o.id = #LoadedEntities
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setmetatable(o, self)
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self.__index = self
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table.insert(LoadedEntities,o)
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return o
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end
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@ -15,11 +15,13 @@ function Decoration:New(x,y,animation,lightRange)
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange,nil,60/6)
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end
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table.insert(LoadedEntities,o)
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o.id = #LoadedEntities
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setmetatable(o, self)
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self.__index = self
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return o
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end
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end
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function Decoration:Smart()
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end
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@ -17,9 +17,11 @@ Fairy = Entity:New(x,y)
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o.lightRange = 55
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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table.insert(LoadedEntities,o)
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o.id = #LoadedEntities
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setmetatable(o, self)
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self.__index = self
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return o
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end
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@ -31,8 +33,8 @@ function Fairy:Smart()
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self.target.y = main_Player.pos.y - main_Player.target_offset.y - 10
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local distance_x = self.target.x - self.pos.x
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local distance_y = self.target.y - self.pos.y
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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local angle = GetAngleFromVector(distance_x,distance_y)
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local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
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if distance < self.range then
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self.vel.x = 0
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self.vel.y = 0
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@ -40,6 +42,7 @@ function Fairy:Smart()
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self.vel.x = math.cos(angle)*self.speed*distance/(8*game.scale)
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self.vel.y = math.sin(angle)*self.speed*distance/(8*game.scale)
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end
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Particle:New(self.pos.x,self.pos.y,animation.particle.fairy,angle-math.rad(180),self.speed*distance/(16*game.scale))
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end
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function Fairy:HandleAnimation()
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@ -28,9 +28,11 @@ Kupo = Entity:New(x,y)
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o.lightRange = o.range/2
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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table.insert(LoadedEntities,o)
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o.id = #LoadedEntities
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setmetatable(o, self)
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self.__index = self
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return o
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end
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@ -0,0 +1,48 @@
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Particle = Entity:New(x,y)
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function Particle:New(x,y,animation,rotation,speed)
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local o = Entity:New(x,y)
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o.pos = {x = x, y = y}
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o.speed = speed or 0
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o.sprite_rotation = rotation or 0
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o.time = 0.5
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o.timer = 0
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o.vel = {
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x = o.speed * math.cos(o.sprite_rotation),
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y = o.speed * math.sin(o.sprite_rotation)
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}
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-- animations
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o.body = Animation:New(animation)
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table.insert(LoadedEntities,o)
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o.id = #LoadedEntities
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function Particle:Smart()
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end
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function Particle:HandleAnimation()
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self.body:Animate()
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self.timer = self.timer + current_dt
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self.sprite_alpha = (self.time-self.timer)/self.time
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if self.sprite_alpha < 0 then self:Kill() end
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self:Draw(self.body)
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end
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function Particle:DoPhysics()
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if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, objects.collisions) then
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self.pos.x = self.pos.x + self.vel.x
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end
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, objects.collisions) then
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self.pos.y = self.pos.y + self.vel.y
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end
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end
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@ -53,9 +53,11 @@
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-- lights
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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table.insert(LoadedEntities,o)
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o.id = #LoadedEntities
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setmetatable(o, self)
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self.__index = self
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return o
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end
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@ -15,11 +15,13 @@ function Entity:New(x,y)
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o.sprite_scale = {x = 1, y = 1}
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o.sprite_rotation = math.rad(0)
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o.sprite_tint = {1,1,1}
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o.sprite_alpha = 1
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o.sprite_flip = { x = 1, y = 1}
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o.illuminated = false
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setmetatable(o, self)
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self.__index = self
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return o
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end
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@ -43,7 +45,7 @@ end
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function Entity:Draw(animation)
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local c1, c2, c3, a = love.graphics.getColor()
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love.graphics.setColor(self.sprite_tint[1],self.sprite_tint[2],self.sprite_tint[3])
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love.graphics.setColor(self.sprite_tint[1],self.sprite_tint[2],self.sprite_tint[3],self.sprite_alpha)
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animation:Draw(
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self.pos.x - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
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self.pos.y - Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
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@ -88,8 +90,21 @@ function Entity:isCollidingAtAll(x,y)
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return result
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end
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function Entity:Kill()
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if self.id ~= nil then
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for _, e in pairs(LoadedEntities) do
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if e.id > self.id then
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e.id = e.id - 1
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end
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end
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table.remove(LoadedEntities,self.id)
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end
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self = nil
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end
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require "data/scripts/entities/kupo"
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require "data/scripts/entities/arrow"
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require "data/scripts/entities/decoration"
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require "data/scripts/entities/player"
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require "data/scripts/entities/fairy"
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require "data/scripts/entities/particle"
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@ -1,77 +1,84 @@
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-- animationsç
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-- all these are linear animations, maybe in the future make proper animations?
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animation = {
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particle = {
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fairy = {
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path = "assets/entities/particle/fairy",
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frames = 4,
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speed = 1/4
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}
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},
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fairy = {
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flying = {
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path = "assets/characters/fairy/flying",
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path = "assets/entities/fairy/flying",
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frames = 2,
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speed = 1/30
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}
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},
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decoration = {
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candelabra = {
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path = "assets/characters/decoration/candelabra",
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path = "assets/entities/decoration/candelabra",
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frames = 8,
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speed = 1/6
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}
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},
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kupo = {
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body = {
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path = "assets/characters/kupo/kupo",
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path = "assets/entities/kupo/kupo",
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frames = 4,
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speed = 1/8
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},
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bow = {
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path = "assets/characters/kupo/kupo_bow",
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path = "assets/entities/kupo/kupo_bow",
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frames = 6,
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speed = 1/10
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},
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arrow = {
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path = "assets/characters/kupo/kupo_arrow",
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path = "assets/entities/kupo/kupo_arrow",
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frames = 1,
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speed = 1
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}
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},
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moth_mask = {
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idle = {
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path = "assets/characters/nancy/moth_mask/idle",
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path = "assets/entities/nancy/moth_mask/idle",
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frames = 4,
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speed = 1/8
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},
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run = {
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path = "assets/characters/nancy/moth_mask/run",
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path = "assets/entities/nancy/moth_mask/run",
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frames = 6,
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speed = 1/8
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},
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fall = {
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path = "assets/characters/nancy/moth_mask/fall",
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path = "assets/entities/nancy/moth_mask/fall",
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frames = 3,
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speed = 1/8
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},
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jump = {
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path = "assets/characters/nancy/moth_mask/jump",
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path = "assets/entities/nancy/moth_mask/jump",
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frames = 3,
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speed = 1/8
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}
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},
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nancy = {
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idle = {
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path = "assets/characters/nancy/idle",
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path = "assets/entities/nancy/idle",
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frames = 4,
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speed = 1/8
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},
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run = {
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path = "assets/characters/nancy/run",
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path = "assets/entities/nancy/run",
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frames = 6,
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speed = 1/8
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},
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fall = {
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path = "assets/characters/nancy/fall",
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path = "assets/entities/nancy/fall",
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frames = 3,
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speed = 1/8
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},
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jump = {
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path = "assets/characters/nancy/jump",
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path = "assets/entities/nancy/jump",
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frames = 3,
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speed = 1/8
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}
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9
main.lua
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@ -43,11 +43,10 @@ function love.load()
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main_Player = Player:New(75,50)
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table.insert(LoadedEntities,main_Player)
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table.insert(LoadedEntities,Kupo:New(100,150))
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table.insert(LoadedEntities,Kupo:New(300,150))
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table.insert(LoadedEntities,Decoration:New(200,89,animation.decoration.candelabra,80))
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table.insert(LoadedEntities,Fairy:New(200,88))
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Kupo:New(100,150)
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Kupo:New(300,150)
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Decoration:New(200,89,animation.decoration.candelabra,80)
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Fairy:New(200,88)
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gravity = 0.2
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end
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