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" Canvas = { Darkness = CreateDarkness() } love.graphics.setCanvas(Canvas.Darkness) SetDarkness() love.graphics.setCanvas() Camera.width = game.width Camera.height = game.height levelList = {"level1","2","3","ewae","tileset"} levelNum = 1 currLevel = levelList[levelNum] LoadedEntities = {} LevelLoadTiles() main_Player = Player:New(0,20) table.insert(LoadedEntities,main_Player) table.insert(LoadedEntities,Kupo:New(700,150)) table.insert(LoadedEntities,Kupo:New(800,150)) CreateLight(200,64,80,nil,5,{1,0,0}) main_Player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png") 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 -- 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) --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 = -16,-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() -- saveproof to game resize if game.width ~= love.graphics.getWidth() or game.height ~= love.graphics.getHeight() then game.width = love.graphics.getWidth() game.height = love.graphics.getHeight() Camera.height = game.height Camera.width = game.width Canvas.Darkness:release() Canvas.Darkness = CreateDarkness() love.graphics.setCanvas(Canvas.Darkness) SetDarkness() love.graphics.setCanvas() end -- GAME WORLD 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() -- Save color local pcr, pcg, pcb, pca = love.graphics.getColor() love.graphics.setCanvas(Canvas.Darkness) SetDarkness() DoLights() DoBorder() -- reset to screen love.graphics.setColor(1,1,1,1) love.graphics.setCanvas() love.graphics.scale(1,1) DrawDarkness() -- HUD -- Scale control textScale = 0.5 --debug if debug then DebugUI() end if debug_collision then love.graphics.setCanvas(Canvas.Darkness) SetDarkness() love.graphics.setCanvas() --DrawDarkness() DebugColisions() DebugEntities() 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