function GameStep() SetCollisionFlags() if menu_type == "no" then for _, particle in pairs(LoadedParticles) do particle:Smart() end for _, enty in pairs(LoadedObjects.Entities) do enty:Smart() end end for _, particle in pairs(LoadedObjects.Particles) do particle:DoPhysics() end for _, enty in pairs(LoadedObjects.Entities) do enty:DoPhysics() end AnimateTiles() Camera:positionCenterAt(main_Player.pos.x, main_Player.pos.y) --camera:positionAt(main_Player.pos.x, main_Player.pos.y,game.width,game.height) if Keybind:CheckPressed(Keybind.debug.debug) then if debug then debug = false debug_collision = true elseif debug_collision then debug_collision = false else debug = true end end if Keybind:CheckPressed(Keybind.debug.reposition) then if not editor_mode then main_Player.pos.x, main_Player.pos.y = 16,-10 end end if Keybind:CheckPressed(Keybind.debug.reload) then MenuClear() menu_type = "dialog" MenuInit("dialog",DialogSequence.Example) end if Keybind:CheckPressed(Keybind.debug.editor) then editor_mode = true end if Keybind:CheckPressed(Keybind.debug.recording) then if DemoRecording then Demo:RecordEnd() else Demo:RecordStart() end end if Keybind:CheckPressed(Keybind.debug.playback) then if DemoPlayback then Demo:PlaybackEnd() else Demo:PlaybackStart() end end end function GameDraw() -- prepare GameworldDrawPrepare() GameWorldUpdateLights() -- background GameworldDrawBackground() GameworldDrawLights() GameworldDrawEntitiesBackground() -- foreground GameworldDrawForeground() GameworldDrawParticles() GameworldDrawEntities() if LevelData.properties.darkness then GameworldDrawDarkness() end -- end GameworldDrawEnd() -- hud textScale = 1 -- debug if debug then DebugUI() end if debug_collision then DebugColisions() DebugEntities() end end