function love.load() do_pause = false debug = false debug_collision = false textScale = 1 fps_count = 0 fps_second = 0 fps_draw = 0 fps_total = 0 love.graphics.setColor(1,1,1) love.keyboard.setKeyRepeat(true) love.graphics.setDefaultFilter("nearest") -- good pixel game = { scale = 2, width = love.graphics.getWidth(), height = love.graphics.getHeight(), paused = false } require "data/scripts" Camera.width = game.width Camera.height = game.height levelList = {"level1","2","3","ewae","tileset"} levelNum = 1 currLevel = levelList[levelNum] LevelLoadTiles() main_Player = Player:New(1220,220) LoadedEntities = {} table.insert(LoadedEntities,main_Player) table.insert(LoadedEntities,Kupo:New(450,100)) table.insert(LoadedEntities,Kupo:New(250,150)) main_Player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png") main_Player:LoadAnimation(animation.nancy.idle) end function love.update(dt) -- fps counter if fps_second >= 1 then fps_second = fps_second - 1 fps_draw = fps_count fps_count = 0 fps_total = fps_total + 1 end fps_second = fps_second + dt fps_count = fps_count + 1 current_dt = dt -- saveproof to game resize game.width = love.graphics.getWidth() game.height = love.graphics.getHeight() Camera.height = game.height Camera.width = game.width -- GAME STEP if not do_pause then SetCollisionFlags(main_Player) for _, enty in pairs(LoadedEntities) do enty:Smart() enty:DoPhysics() end AnimateTiles() Camera:CenterAt(main_Player.pos.x, main_Player.pos.y,LevelInfo.Width,LevelInfo.Height) --camera:ScreenAt(main_Player.pos.x, main_Player.pos.y,game.width,game.height) end end function love.keypressed(key) if key == "escape" then if do_pause then do_pause = false else pausepage = 1 do_pause = true end end if key == "f1" then if debug then debug = false debug_collision = true elseif debug_collision then debug_collision = false else debug = true end end if key == "f2" then main_Player.pos.x, main_Player.pos.y = 0,-0.1 end if key == "f3" then LoadLevel() end if key == "f5" then levelNum = levelNum + 1 if levelNum > #levelList then levelNum = levelNum - #levelList end currLevel = levelList[levelNum] LevelLoadTiles() main_Player.pos.x, main_Player.pos.y = 0,-0.1 end end function love.draw() -- GAME WORLD love.graphics.scale(game.scale,game.scale) LevelDisplayBackground() for _, enty in pairs(LoadedEntities) do enty:HandleAnimation() enty:Animate() enty:Draw() end LevelDisplayForeground() -- Save color local pcr, pcg, pcb, pca = love.graphics.getColor() -- HUD love.graphics.scale(1,1) -- Scale control if game.height > game.width then textScale = game.height/480/2 else textScale = game.width/640/2 end --debug if debug then DebugUI() end if debug_collision then DebugColisions() end -- reset color love.graphics.setColor(pcr,pcg,pcb,pca) local pcr, pcg, pcb, pca = love.graphics.getColor() if do_pause then PauseUI() end love.graphics.setColor(pcr,pcg,pcb,pca) end