Merge pull request 'I dont fucking know how to solve this shit i hate git' (#3) from bizcochito/Mothback:master into master
Reviewed-on: https://git.fai.su/lustlion/Mothback/pulls/3
This commit is contained in:
commit
7e86da7806
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@ -73,16 +73,16 @@ function Player:Smart()
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if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
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if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
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if keybind:Check(keybind.moveLeft) then
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if Keybind:Check(Keybind.move.left) then
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self.move_x = -self.moveSpeed
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self.move_x = -self.moveSpeed
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elseif keybind:Check(keybind.moveRight) then
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elseif Keybind:Check(Keybind.move.right) then
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self.move_x = self.moveSpeed
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self.move_x = self.moveSpeed
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else
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else
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self.move_x = 0
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self.move_x = 0
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end
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end
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self.vel.x = self.vel.x
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self.vel.x = self.vel.x
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if keybind:Check(keybind.moveJump) then
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if Keybind:Check(Keybind.move.jump) then
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if self.isOnGround then
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if self.isOnGround then
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self.vel.y = -self.jumpImpulse
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self.vel.y = -self.jumpImpulse
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end
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end
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@ -90,18 +90,18 @@ function Player:Smart()
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end
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end
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self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
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self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
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if keybind:Check(keybind.moveDash) then
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if Keybind:Check(Keybind.move.dash) then
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if self.dashCooldownTimer == 0
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if self.dashCooldownTimer == 0
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and not self.isDashing
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and not self.isDashing
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and self.dashCount > 0 then
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and self.dashCount > 0 then
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self.dashCount = self.dashCount - 1
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self.dashCount = self.dashCount - 1
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self.isDashing = true
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self.isDashing = true
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local vertical = 0
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local vertical = 0
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if keybind:Check(keybind.moveDown) then vertical = vertical + 1 end
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if Keybind:Check(Keybind.move.down) then vertical = vertical + 1 end
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if keybind:Check(keybind.moveUp) then vertical = vertical - 1 end
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if Keybind:Check(Keybind.move.up) then vertical = vertical - 1 end
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local horizontal = 0
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local horizontal = 0
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if keybind:Check(keybind.moveRight) then horizontal = horizontal + 1 end
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if Keybind:Check(Keybind.move.right) then horizontal = horizontal + 1 end
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if keybind:Check(keybind.moveLeft) then horizontal = horizontal - 1 end
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if Keybind:Check(Keybind.move.left) then horizontal = horizontal - 1 end
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if horizontal == 0 and vertical == 0 then
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if horizontal == 0 and vertical == 0 then
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horizontal = self.sprite_flip.x
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horizontal = self.sprite_flip.x
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@ -1,7 +1,9 @@
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keybind = {}
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Keybind = {}
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Keybind.move = {}
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Keybind.menu = {}
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function keybind:Check(key)
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function Keybind:Check(action)
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for _, keyname in pairs(key) do
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for _, keyname in pairs(action) do
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if type(keyname) == "string" then
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if type(keyname) == "string" then
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if love.keyboard.isDown(keyname) then return true end
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if love.keyboard.isDown(keyname) then return true end
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else
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else
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@ -11,11 +13,36 @@ function keybind:Check(key)
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return false
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return false
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end
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end
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function Keybind:Colision(cat, key)
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for _, action in pairs(cat) do
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for _, keyname in pairs(action) do
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if key == keyname then return true end
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end
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end
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return false
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end
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keybind.moveLeft = {"left", "a"}
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function Keybind:Add(action, key)
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keybind.moveRight = {"right", "d"}
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table.insert(action, key)
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keybind.moveUp = {"up", "w"}
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end
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keybind.moveDown = {"down", "s"}
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keybind.moveJump = {"z", "space"}
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function Keybind:Change(action, position, key)
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keybind.moveAttack = {"x", 1}
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action[position] = key
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keybind.moveDash = {"c", 2}
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end
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function Keybind:Remove(action)
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action = {}
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end
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function Keybind:Default()
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Keybind.move.left = {"left", "a"}
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Keybind.move.right = {"right", "d"}
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Keybind.move.up = {"up", "w"}
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Keybind.move.down = {"down", "s"}
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Keybind.move.jump = {"z", "space"}
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Keybind.move.attack = {"x", 1}
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Keybind.move.dash = {"c", 2}
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end
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-- Set default values at start
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Keybind:Default()
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288
main.lua
288
main.lua
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@ -1,144 +1,144 @@
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function love.load()
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function love.load()
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arrow = 0
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arrow = 0
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do_pause = false
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do_pause = false
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debug = false
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debug = false
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debug_collision = false
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debug_collision = false
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editor_mode = false
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editor_mode = false
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textScale = 1
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textScale = 1
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fps_count = 0
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fps_count = 0
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fps_second = 0
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fps_second = 0
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fps_draw = 0
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fps_draw = 0
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fps_total = 0
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fps_total = 0
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love.graphics.setColor(1,1,1)
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love.graphics.setColor(1,1,1)
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love.keyboard.setKeyRepeat(true)
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love.keyboard.setKeyRepeat(true)
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love.graphics.setDefaultFilter("nearest") -- good pixel
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love.graphics.setDefaultFilter("nearest") -- good pixel
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game = {
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game = {
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scale = 2,
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scale = 2,
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width = love.graphics.getWidth(),
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width = love.graphics.getWidth(),
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height = love.graphics.getHeight(),
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height = love.graphics.getHeight(),
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paused = false
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paused = false
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}
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}
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require "data/scripts"
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require "data/scripts"
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Canvas = {
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Canvas = {
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Darkness = CreateDarkness()
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Darkness = CreateDarkness()
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}
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}
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love.graphics.setCanvas(Canvas.Darkness)
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love.graphics.setCanvas(Canvas.Darkness)
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SetDarkness()
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SetDarkness()
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love.graphics.setCanvas()
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love.graphics.setCanvas()
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Camera.width = game.width
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Camera.width = game.width
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Camera.height = game.height
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Camera.height = game.height
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levelList = {"level1","2","3","ewae","tileset"}
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levelList = {"level1","2","3","ewae","tileset"}
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levelNum = 1
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levelNum = 1
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currLevel = levelList[levelNum]
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currLevel = levelList[levelNum]
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LoadedEntities = {}
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LoadedEntities = {}
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LevelLoadTiles()
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LevelLoadTiles()
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main_Player = Player:New(75,50)
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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,main_Player)
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table.insert(LoadedEntities,Kupo:New(100,150))
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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,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,Decoration:New(200,89,animation.decoration.candelabra,80))
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table.insert(LoadedEntities,Fairy:New(200,88))
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table.insert(LoadedEntities,Fairy:New(200,88))
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gravity = 0.2
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gravity = 0.2
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end
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end
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function love.update(dt)
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function love.update(dt)
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-- fps counter
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-- fps counter
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if fps_second >= 1 then
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if fps_second >= 1 then
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fps_second = fps_second - 1
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fps_second = fps_second - 1
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fps_draw = fps_count
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fps_draw = fps_count
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fps_count = 0
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fps_count = 0
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fps_total = fps_total + 1
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fps_total = fps_total + 1
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end
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end
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fps_second = fps_second + dt
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fps_second = fps_second + dt
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fps_count = fps_count + 1
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fps_count = fps_count + 1
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current_dt = dt
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current_dt = dt
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if editor_mode then
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if editor_mode then
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stepEditor()
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stepEditor()
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else
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else
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stepGame()
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stepGame()
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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.wheelmoved(_, y)
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function love.wheelmoved(_, y)
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if editor_mode then
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if editor_mode then
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if palette then
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if palette then
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p_scroll = p_scroll + y or 0
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p_scroll = p_scroll + y or 0
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else
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else
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local oscale = game.scale
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local oscale = game.scale
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game.scale = math.max(0.1,game.scale + y/16)
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game.scale = math.max(0.1,game.scale + y/16)
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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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end
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function love.keypressed(key)
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function love.keypressed(key)
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if key == "escape" then
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if key == "escape" then
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if do_pause then
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if do_pause then
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do_pause = false
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do_pause = false
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else
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else
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pausepage = 1
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pausepage = 1
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do_pause = true
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do_pause = true
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end
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end
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end
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end
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if key == "f1" then
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if key == "f1" then
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if debug then
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if debug then
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debug = false
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debug = false
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debug_collision = true
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debug_collision = true
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elseif debug_collision then
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elseif debug_collision then
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debug_collision = false
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debug_collision = false
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else
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else
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debug = true
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debug = true
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end
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end
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end
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end
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if key == "f2" then
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if key == "f2" then
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if editor_mode then
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if editor_mode then
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else
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else
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main_Player.pos.x, main_Player.pos.y = 16,-10
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main_Player.pos.x, main_Player.pos.y = 16,-10
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end
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end
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end
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end
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if key == "f3" then
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if key == "f3" then
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LoadLevel()
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LoadLevel()
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end
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end
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if key == "f4" then
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if key == "f4" then
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if editor_mode then
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if editor_mode then
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editor_mode = false
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editor_mode = false
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else
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else
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editor_mode = true
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editor_mode = true
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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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end
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function love.draw()
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function love.draw()
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if game.width ~= love.graphics.getWidth() or game.height ~= love.graphics.getHeight() then
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if game.width ~= love.graphics.getWidth() or game.height ~= love.graphics.getHeight() then
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game.width = love.graphics.getWidth()
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game.width = love.graphics.getWidth()
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game.height = love.graphics.getHeight()
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game.height = love.graphics.getHeight()
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game_resize = true
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game_resize = true
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else
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else
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game_resize = false
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game_resize = false
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end
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end
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if editor_mode then
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if editor_mode then
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drawEditor()
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drawEditor()
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else
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else
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drawGame()
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drawGame()
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end
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end
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love.graphics.print(arrow,10,40)
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love.graphics.print(arrow,10,40)
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end
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end
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