2022-03-03 20:24:10 +01:00
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local Game = {}
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local insert = table.insert
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function Game:reinit()
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self.gameloop = {}
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self.objects = {}
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2022-03-04 14:03:06 +01:00
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self.scenes = require "scenes"
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2022-03-03 20:24:10 +01:00
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self.objects.base = require "objects/base"
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self.objects.grid = require "objects/grid"
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self.objects.circle = require "objects/circle"
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self.rect = require "lib/rect"
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self.maxobjects = 0
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self.camerax = 0
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self.cameray = 0
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self.floatcamerax = 0
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self.floatcameray = 0
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self.assets = {} -- Caching loaded images
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self:initInputs()
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end
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function Game:changesize(width,height)
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self.WIDTH = width
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self.HEIGHT = height
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end
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function Game:movecamera(movex,movey)
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self.floatcamerax = self.floatcamerax + movex
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self.floatcameray = self.floatcameray + movey
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self.camerax = math.floor(self.floatcamerax+0.5)
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self.cameray = math.floor(self.floatcameray+0.5)
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end
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function Game:setcamera(x,y)
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self.floatcamerax = x
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self.floatcameray = y
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self.camerax = math.floor(self.floatcamerax+0.5)
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self.cameray = math.floor(self.floatcameray+0.5)
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end
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function Game:initInputs()
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self.inputs = {}
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self.inputs.deadzone = 0.4
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self.inputs.keys = {}
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self.inputs.buttons = {}
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self.inputs.axis= {}
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self.inputs.actions = {}
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for i,v in pairs({"up","down","left","right","menu","valid"}) do
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local action = {}
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action.keys = {}
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action.buttons = {}
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action.axis = {}
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self.inputs.actions[v] = action
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action.timer = 0
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action.lastpress = 99
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end
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self.inputs.actions.valid.keys = {"space"}
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self.inputs.actions.valid.buttons = {"a"}
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self.inputs.actions.up.keys = {"up","w"}
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self.inputs.actions.up.buttons = {"dpup"}
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self.inputs.actions.up.axis = {{"lefty",-1}}
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self.inputs.actions.down.keys = {"down","s"}
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self.inputs.actions.down.buttons = {"dpdown"}
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self.inputs.actions.down.axis = {{"lefty",1}}
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self.inputs.actions.left.keys = {"left","a"}
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self.inputs.actions.left.buttons = {"dpleft"}
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self.inputs.actions.left.axis = {{"leftx",-1}}
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self.inputs.actions.right.keys = {"right","d"}
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self.inputs.actions.right.buttons = {"dpright"}
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self.inputs.actions.right.axis = {{"leftx",1}}
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self.inputs.actions.menu.keys = {"escape","return"}
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self.inputs.actions.menu.buttons = {"start","back"}
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end
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function Game:updateInputs(dt)
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for i,action in pairs(self.inputs.actions) do
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local pressed = false
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for _,key in pairs(action.keys) do
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if self.inputs.keys[key] then pressed = true end
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end
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for _,button in pairs(action.buttons) do
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if self.inputs.buttons[button] then pressed = true end
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end
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for _,axis in pairs(action.axis) do
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if self.inputs.axis[axis[1]]~=nil then
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if self.inputs.axis[axis[1]]*axis[2]>self.inputs.deadzone then
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pressed = true
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end
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end
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end
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if pressed then
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action.timer = action.timer+1
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if action.timer == 1 then
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action.lastpress = 0
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end
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else
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action.timer = 0
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end
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action.lastpress = action.lastpress + dt
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end
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end
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function Game:summon(obj)
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obj.game = self
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obj.id = self.maxobjects
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self.maxobjects = self.maxobjects + 1
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insert(self.gameloop,obj)
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end
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function Game:findName(askedname)
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local result = {}
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for i,v in ipairs(self.gameloop) do
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if v~=nil then
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for j,name in pairs(v.classes) do
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if name==askedname then
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insert(result,v)
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end
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end
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end
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end
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return result
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end
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function Game:delid(objid)
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self.gameloop[objid] = nil
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end
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function Game:delname(objName)
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for i,v in ipairs(Game:findName(objName)) do
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if v~=nil then
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self:delid(v.id)
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end
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end
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end
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function Game:step(dt)
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self:updateInputs(dt)
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for i,v in ipairs(self.gameloop) do
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--Processing all the objects
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if v~=nil then v:step(dt) end
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end
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end
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function Game:newImage(path)
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local image = nil
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if self.assets[path]~=nil then -- If already loaded
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image = self.assets[path]
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else
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image = love.graphics.newImage("assets/"..path) -- Load it and save it
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self.assets[path] = image
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end
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return image
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end
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function Game:getSpriteDir(path,ext,func,folder)
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if not ext then ext = ".png" end
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if not func then func = self.newImage end
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if not folder then folder = "assets/" end
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local counter = 0
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local result = {}
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while love.filesystem.getInfo(folder..path..counter..ext) do
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insert(result,func(self,path..counter..ext))
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counter = counter + 1
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end
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return result
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end
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function Game:getLevel(i)
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local level = nil
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if self.levels[i]~=nil then
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level = self.levels[i]
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else
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level = {}
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level.folder = "maps/Level "..i.."/"
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local module = level.folder.."data"
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level.data = require(module)
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level.backgrounds = {}
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level.bgsizes = {}
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-- Get backgrounds
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local counter = 0
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while love.filesystem.getInfo(level.folder.."background"..counter..".png") do
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img = love.graphics.newImage(level.folder.."background"..counter..".png")
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table.insert(level.backgrounds,img)
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table.insert(level.bgsizes,{img:getWidth(),img:getHeight()})
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counter = counter + 1
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end
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self.levels[i] = level
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end
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return level
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end
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function Game:draw(screen)
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draworder = {}
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for i,v in ipairs(self.gameloop) do
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if v~=nil then
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table.insert(draworder,v)
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end
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end
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table.sort(draworder, function(a,b) return a.depth< b.depth end)
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for i,v in ipairs(draworder) do
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--Processing all the objects
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if v~=nil then
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if screen~= "bottom" then
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if v.draw ~= nil then
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local offset = 0
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if screen=="left" then offset = -love.graphics.get3DDepth() end
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if screen=="right" then offset = love.graphics.get3DDepth() end
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self.camerax = self.camerax + offset
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v:draw()
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self.camerax = self.camerax - offset
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end
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else
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if v.bottomdraw~=nil then v.bottomdraw() end
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end
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end
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end
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end
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2022-03-04 10:39:02 +01:00
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function Game:MouseCallback(x,y,presses)
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local i
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for i=1,#self.gameloop do
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self.gameloop[i]:MouseCallback(x,y,presses)
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end
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end
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2022-03-03 20:24:10 +01:00
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function Game:bint(bool) -- Convert Boolean to Integer
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local result = 0
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if bool then result = 1 end
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return result
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end
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function Game:Timer(time)
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local Timer = {}
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Timer.maxcount = time
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Timer.timer = time
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Timer.loops = 0
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function Timer:tick(advancement)
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local result = false
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self.timer = self.timer - advancement
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if self.timer<0 then
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result = true
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self.timer = self.timer + self.maxcount
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self.loops = self.loops + 1
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end
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return result
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end
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function Timer:getratio()
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local result = self.timer/self.maxcount
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if result<0 then result = 0 end
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return result
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end
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function Timer:reset()
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self.timer = self.maxcount
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self.loops = 0
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end
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return Timer
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2022-03-04 10:39:02 +01:00
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2022-03-03 20:24:10 +01:00
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end
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Game:reinit()
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return Game
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