REWORKED HOW THINGS ARE SCALED
speed values should be adjusted accordingly, but maybe i slipped some i changed: player acc arrow speed i intentionally didnt change: jump speed
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1e1f9edb45
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@ -129,8 +129,8 @@ function Kupo:HandleAnimation()
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DrawAnimationFrame(
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self.bow,
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math.min(self.bow_frame,self.bow_frames),
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self.pos.x + ( 8 * math.sin(self.bow_rotation)) * game.scale,
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self.pos.y + (2 - 6 * math.cos(self.bow_rotation)) * game.scale,
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self.pos.x + ( 8 * math.sin(self.bow_rotation)),
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self.pos.y + (2 - 6 * math.cos(self.bow_rotation)),
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self.bow_rotation
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)
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end
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@ -12,18 +12,18 @@
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y = 0
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}
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-- constants
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o.acc = 90
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o.acc = 45
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o.friction = 20
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o.gravity = 9.81
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o.climbHeight = 4
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o.jumpForce = 5
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o.maxSpeed = 600
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o.jumpMaxSpeed = 9.5
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o.jumpMaxSpeed = 9.5
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o.zeroSpeed = 0.001
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-- bools
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o.isJumping = false
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o.isOnGround = 0
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o.coyoteValue = 10
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o.coyoteValue = 5
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o.isOnLadder = false
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o.canJump = true
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o.canFall = true
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@ -147,7 +147,7 @@ function Player:DoPhysics()
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self.vel.y = 0
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self.vel.x = 0
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self.pos.y = self.pos.y - 4*game.scale * current_dt
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self.pos.y = self.pos.y - 4 * current_dt
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self.canFall = false
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self.canJump = false
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@ -159,11 +159,11 @@ function Player:DoPhysics()
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-- checks for slopes
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for i = 1, self.climbHeight do
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if not isThereCollisionAt(self.pos.x + self.vel.x, self.pos.y - i * game.scale)
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if not isThereCollisionAt(self.pos.x + self.vel.x, self.pos.y - i)
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and self.isOnGround > 0 then
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self.pos.x = self.pos.x + self.vel.x * 4/5
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self.pos.y = self.pos.y - i * game.scale
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self.pos.y = self.pos.y - i
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self.canFriction = false
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break
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@ -28,8 +28,8 @@ function Entity:Draw()
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if self.sprite ~= nil then
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local relative_position_x = self.pos.x - Camera.pos.x
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local relative_position_y = self.pos.y - Camera.pos.y
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local origin_compensation_x = - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * game.scale
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local origin_compensation_y = - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * game.scale
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local origin_compensation_x = - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation))
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local origin_compensation_y = - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation))
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local dimensions_x = self.sprite_scale.x * self.sprite_flip.x
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local dimensions_y = self.sprite_scale.y * self.sprite_flip.y
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love.graphics.draw(
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@ -37,8 +37,8 @@ function Entity:Draw()
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relative_position_x + origin_compensation_x * dimensions_x,
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relative_position_y + origin_compensation_y * dimensions_y,
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self.sprite_rotation,
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game.scale * self.sprite_scale.x * self.sprite_flip.x,
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game.scale * self.sprite_scale.y * self.sprite_flip.y
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self.sprite_scale.x * self.sprite_flip.x,
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self.sprite_scale.y * self.sprite_flip.y
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)
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if debug_collision then
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love.graphics.setColor(1, 0, 0)
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@ -78,8 +78,8 @@ function DrawAnimationFrame(animation, frame, x, y, rotate, sx, sy)
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x - Camera.pos.x,
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y - Camera.pos.y,
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rotate,
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game.scale * sx,
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game.scale * sy
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sx,
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sy
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)
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end
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@ -107,8 +107,8 @@ function DrawAnimation(animation, x, y, rotate, sx, sy)
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x - Camera.pos.x,
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y - Camera.pos.y,
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rotate,
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game.scale * sx,
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game.scale * sy
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sx,
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sy
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)
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end
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@ -64,6 +64,6 @@ levelProperties = {
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tileProperties = {
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width = 16,
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height = 16,
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scale = game.scale,
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scale = 1,
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tileset = love.graphics.newImage("assets/terrain/tileset.png")
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}
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15
main.lua
15
main.lua
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@ -11,7 +11,7 @@ function love.load()
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love.keyboard.setKeyRepeat(true)
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love.graphics.setDefaultFilter("nearest") -- good pixel
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game = {
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scale = 1,
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scale = 2,
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width = love.graphics.getWidth(),
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height = love.graphics.getHeight(),
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paused = false
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@ -26,8 +26,8 @@ function love.load()
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main_Player = Player:New(1220,220)
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LoadedEntities = {}
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table.insert(LoadedEntities,main_Player)
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table.insert(LoadedEntities,Kupo:New(700,200))
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table.insert(LoadedEntities,Kupo:New(500,300))
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table.insert(LoadedEntities,Kupo:New(450,100))
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table.insert(LoadedEntities,Kupo:New(250,150))
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main_Player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png")
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main_Player:LoadAnimation(animation.nancy.idle)
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end
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@ -102,6 +102,8 @@ function love.keypressed(key)
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end
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function love.draw()
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-- GAME WORLD
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love.graphics.scale(game.scale,game.scale)
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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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@ -112,11 +114,14 @@ function love.draw()
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-- Save color
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local pcr, pcg, pcb, pca = love.graphics.getColor()
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-- HUD
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love.graphics.scale(1,1)
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-- Scale control
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if game.height > game.width then
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textScale = game.height/480
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textScale = game.height/480/2
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else
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textScale = game.width/640
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textScale = game.width/640/2
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end
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--debug
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