function stepEditor() AnimateTiles() end function stepGame() -- GAME STEP if not do_pause then SetCollisionFlags(main_Player) for _, enty in pairs(LoadedEntities) do enty:Smart() 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) end end function drawEditor() if game.width ~= love.graphics.getWidth() or game.height ~= love.graphics.getHeight() then Camera.height = game.height Camera.width = game.width Canvas.Darkness:release() Canvas.Darkness = CreateDarkness() love.graphics.setCanvas(Canvas.Darkness) SetDarkness() love.graphics.setCanvas() end gameworldDraw() end function drawGame() gameworldDraw() gameworldLighting() -- HUD textScale = 0.5 --debug if debug then DebugUI() end if debug_collision then DebugColisions() DebugEntities() end -- reset color if do_pause then PauseUI() end end function gameworldDraw() -- resize proof if game_resize then Camera.height = game.height Camera.width = game.width end local pcr, pcg, pcb, pca = love.graphics.getColor() love.graphics.scale(game.scale,game.scale) love.graphics.setColor(1,1,1,1) LevelDisplayBackground() for _, enty in pairs(LoadedEntities) do enty:HandleAnimation() end LevelDisplayForeground() love.graphics.setColor(pcr, pcg, pcb, pca) end function gameworldLighting() if game_resize then Canvas.Darkness:release() Canvas.Darkness = CreateDarkness() love.graphics.setCanvas(Canvas.Darkness) SetDarkness() love.graphics.setCanvas() end -- work on lighting canvas love.graphics.setCanvas(Canvas.Darkness) SetDarkness() DoLights() DoBorder() -- apply to game canvas love.graphics.setColor(1,1,1,1) love.graphics.setCanvas() love.graphics.scale(1,1) DrawDarkness() end