boxes n walls n movement etcgit status
This commit is contained in:
parent
9763040c99
commit
2772ec2563
10 changed files with 318 additions and 45 deletions
23
box.lua
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23
box.lua
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@ -0,0 +1,23 @@
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require "entity"
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Box = class("Box", Entity)
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function Box:initialize(x, y, color)
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Entity.initialize(self, {
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x = x,
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y = y,
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sizeX = 1,
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sizeY = 1,
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color = color,
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collision = "moveable",
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sprite = boxSprite[color]
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})
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end
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function Box:update()
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end
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function Box:tick()
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end
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22
color.lua
22
color.lua
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@ -3,18 +3,22 @@
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Color = class("Color")
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Color.static.list = {
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red = {r = 255, g = 0, b = 0, a = 255},
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green = {r = 0, g = 255, b = 0, a = 255},
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blue = {r = 0, g = 0, b = 255, a = 255}
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}
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function Color:initialize(inColor)
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local r, g, b, a
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if inColor == "red" then
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r, g, b, a = 255, 0, 0, 255
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elseif inColor == "green" then
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r, g, b, a = 0, 255, 0, 255
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elseif inColor == "blue" then
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r, g, b, a = 0, 0, 255, 255
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end
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self.r, self.g, self.b, self.a = r, g, b, a
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local c = Color.list[inColor]
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self.r, self.g, self.b, self.a = c.r, c.g, c.b, c.a
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end
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function Color:set()
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return self.r, self.g, self.b, self.a
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end
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function randomColor()
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local colors = {"red", "green", "blue"}
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return colors[math.random(1, 3)]
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end
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5
debug_helpers.lua
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5
debug_helpers.lua
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@ -0,0 +1,5 @@
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function shallowTablePrint(t)
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for i, v in pairs(t) do
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print(i, v)
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end
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end
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15
door.lua
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15
door.lua
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@ -0,0 +1,15 @@
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require "entity"
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Door = class("Door", Entity)
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function Door:initialize()
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end
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function Door:unloc()
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self.collision = "none"
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end
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function Door:loc()
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self.collision = "unmoveable"
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end
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38
entity.lua
38
entity.lua
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@ -1,22 +1,23 @@
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Entity = class("Entity")
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function Entity:initialize(t)
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self.gridX, self.gridY = t.x, t.y
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self.x, self.y = t.x, t.y
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self.gridSize = {x = t.sizeX, y = t.sizeY}
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self.color = Color:new(t.color)
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self.collision = t.collision --either "none", "moveable", "unmoveable"
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self.sprite = t.sprite
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end
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function Entity:atGridPos(x, y)
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if x >= self.gridX and x <= self.gridX + self.gridSize.x and
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y >= self.gridY and y <= self.gridSize.y then
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if x >= self.x and x <= self.x + self.gridSize.x and
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y >= self.y and y <= self.gridSize.y then
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return true
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end
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return false
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end
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function Entity:getGridPos()
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return {x = self.gridX, y = self.gridY}
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return {x = self.x, y = self.y}
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end
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function Entity:getDrawPos()
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@ -26,3 +27,32 @@ function Entity:getDrawPos()
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y = (gridPos.y - 1) * height / gridHeight
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}
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end
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function Entity:draw()
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love.graphics.setColor(self.color:set())
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local p = self:getDrawPos()
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love.graphics.draw(self.sprite, p.x, p.y, 0, drawScale, drawScale)
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end
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function Entity:isAlignedWithPlayerMovement(axis, pos)
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if self:getGridPos()[axis] == pos then
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return true
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end
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return false
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end
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function Entity:canMove()
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if self.collision == "unmoveable" then
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return false
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end
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return true
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end
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function Entity:move(axis, direction)
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self[axis] = self[axis] + direction
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end
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function Entity:push(direction)
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end
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26
input.lua
26
input.lua
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@ -1,11 +1,27 @@
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local input = {}
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Input = {}
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function input:handler()
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Input.playermovekeys = { up = "up", down = "down", left = "left", right = "right" }
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Input.playerswitchkeys = { ["1"] = "1", ["2"] = "2", ["3"] = "3" }
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Input.colorfromkey = {"red", "green", "blue"}
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function Input:handler()
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end
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function input:moveIsPressed()
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function Input.isPlayerMove(key)
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if Input.playermovekeys[key] then
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return true
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end
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return false
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end
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return input
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function Input.isPlayerSwitch(key)
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if Input.playerswitchkeys[key] then
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return true
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end
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return false
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end
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function Input.playerColor(key)
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return Input.colorfromkey[tonumber(key)]
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end
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24
main.lua
24
main.lua
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@ -1,9 +1,10 @@
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class = require "libs/middleclass"
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Timer = require "libs/hump/timer"
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Input = require "input"
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require "input"
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require "color"
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require "room"
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require "player"
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require "debug_helpers"
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function love.load()
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_initDefaults()
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@ -33,17 +34,30 @@ function love.draw()
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currentRoom:draw()
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end
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function love.keypressed(key)
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if Input.isPlayerMove(key) then
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currentRoom:movePlayer(key)
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elseif Input.isPlayerSwitch(key) then
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local c = Input.playerColor(key)
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currentRoom:switchPlayer(c)
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end
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end
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function _initDefaults()
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--set filter
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love.graphics.setDefaultFilter("linear", "nearest")
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--set global width / height variables
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width = love.graphics.getWidth()
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height = love.graphics.getHeight()
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if width > height then
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width = height
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else
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height = width
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end
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--set randomseed
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math.randomseed(os.time())
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end
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function _initGridVars()
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@ -57,4 +71,10 @@ end
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function loadSprites()
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playerSprite = love.graphics.newImage("art/player.png")
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wallSprite = love.graphics.newImage("art/static_wall.png")
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boxSprite = {
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red = love.graphics.newImage("art/wall_r.png"),
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green = love.graphics.newImage("art/wall_g.png"),
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blue = love.graphics.newImage("art/wall_b.png")
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}
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end
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17
player.lua
17
player.lua
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@ -10,12 +10,10 @@ function Player:initialize(x, y, color)
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sizeX = 3,
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sizeY = 3,
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color = color,
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collision = "none" --player can't push other player
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collision = "none", --player can't push other player
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sprite = playerSprite
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})
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self.sprite = playerSprite
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print("i exist!!")
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end
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function Player:update()
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@ -28,14 +26,3 @@ function Player:draw()
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love.graphics.draw(self.sprite, p.x, p.y, 0, drawScale, drawScale)
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end
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function Player:move(direction)
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if direction == "up" then
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self.gridY = self.gridY - 1
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elseif direction == "down" then
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self.gridY = self.gridY + 1
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elseif direction == "left" then
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self.gridX = self.gridX - 1
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elseif direction == "right" then
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self.gridX = self.gridX + 1
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end
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end
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164
room.lua
164
room.lua
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@ -1,21 +1,40 @@
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Room = class("Room")
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require "player"
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require "box"
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require "wall"
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function Room:initialize(t)
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self.exits = t.exits
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self.name = t.name
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self.player = {}
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self.collideables = {
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red = {},
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green = {},
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blue = {}
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}
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self.activeColors = {
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red = false, green = false, blue = false
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}
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for color, coords in pairs(t.player) do
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self.player[color] = Player:new(coords.x, coords.y, color)
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self.activeColors[color] = true
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end
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local crate
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local box
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local blox
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local tile
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for i=0, 20 do
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local c = randomColor()
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local x, y = math.random(1, gridWidth), math.random(1, gridHeight)
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self.collideables[c]["b: " .. x .. ", " .. y] = Box:new(x, y, c)
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end
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for i=0, 20 do
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local c = randomColor()
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local x, y = math.random(1, gridWidth), math.random(1, gridHeight)
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self.collideables[c]["w: " .. x .. ", " .. y] = Wall:new(x, y, c)
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end
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end
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@ -29,9 +48,143 @@ function Room:draw()
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for color, player in pairs(self.player) do
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player:draw()
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end
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for color, entityArray in pairs(self.collideables) do
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for _, entity in pairs(entityArray) do
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entity:draw()
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end
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end
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end
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function Room:movePlayer(key)
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local moveAxis
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local direction
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if key == "up" then
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moveAxis, direction = "y", -1
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elseif key == "down" then
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moveAxis, direction = "y", 1
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elseif key == "left" then
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moveAxis, direction = "x", -1
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elseif key == "right" then
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moveAxis, direction = "x", 1
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else
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error("wtf did u do")
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end
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for color, active in pairs(self.activeColors) do
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if active then
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local playerPos = self.player[color]:getGridPos()
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local entities = self:getAdjacentEntities(self.collideables[color], playerPos, moveAxis, direction)
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local canMove = self:tryPlayerMove(entities, playerPos, moveAxis, direction)
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if canMove then
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self:checkAndPull(self.collideables[color], playerPos, moveAxis, direction)
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self.player[color]:move(moveAxis, direction)
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self:tick()
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end
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end
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end
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end
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function Room:switchPlayer(colorToActivate)
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for color, active in pairs(self.activeColors) do
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if color == colorToActivate then
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self:setActiveColor(color, true)
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else
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self:setActiveColor(color, false)
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end
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end
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end
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function Room:setActiveColor(color, bool)
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self.activeColors[color] = bool
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end
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function Room:getAdjacentEntities(entities, pos, axis, direction)
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local t = {}
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--first we gather all entities in direction of movement
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for _, entity in pairs(entities) do
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if axis == "x" then
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if entity:isAlignedWithPlayerMovement("y", pos.y) then
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if direction > 0 and entity:getGridPos()[axis] > pos[axis] then
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table.insert(t, entity)
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elseif direction < 0 and entity:getGridPos()[axis] < pos[axis] then
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table.insert(t, entity)
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end
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end
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elseif axis == "y" then
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if entity:isAlignedWithPlayerMovement("x", pos.x) then
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if direction > 0 and entity:getGridPos()[axis] > pos[axis] then
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table.insert(t, entity)
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elseif direction < 0 and entity:getGridPos()[axis] < pos[axis] then
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table.insert(t, entity)
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end
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end
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end
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end
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--then we put them in order
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table.sort(t, function(a, b)
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if direction > 0 then
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return a:getGridPos()[axis] < b:getGridPos()[axis]
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else
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return a:getGridPos()[axis] > b:getGridPos()[axis]
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end
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end)
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return t
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end
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function Room:checkAndPull(entities, pos, axis, direction)
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for _, entity in pairs(entities) do
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local entPos = entity:getGridPos()
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print(pos.x, pos.y, entPos.x, entPos.y)
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if axis == "x" and entPos.x == pos.x - direction and entPos.y == pos.y then
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if entity:canMove() then
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entity:move(axis, direction)
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return
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end
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elseif axis == "y" and entPos.x == pos.x and entPos.y == pos.y - direction then
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if entity:canMove() then
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entity:move(axis, direction)
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return
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end
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end
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end
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end
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function Room:tryPlayerMove(entities, pos, axis, direction)
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local counter = direction
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local entitiesToMove = {}
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for _, entity in ipairs(entities) do
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if entity:getGridPos()[axis] == pos[axis] + counter then
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if entity:canMove() then
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table.insert(entitiesToMove, entity)
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else
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return false
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end
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else
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break
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end
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counter = counter + direction
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end
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for _, entity in ipairs(entitiesToMove) do
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entity:move(axis, direction)
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end
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return true
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end
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function Room:tick()
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for color, entityArray in pairs(self.collideables) do
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for _, entity in pairs(entityArray) do
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entity:tick()
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end
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end
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self:nextRoomCheck()
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end
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@ -40,8 +193,5 @@ function Room:nextRoomCheck()
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end
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function nextRoom()
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print("next room!!!")
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-- currentRoom = Room:new{
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-- }
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end
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23
wall.lua
Normal file
23
wall.lua
Normal file
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@ -0,0 +1,23 @@
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require "entity"
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Wall = class("Wall", Entity)
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function Wall:initialize(x, y, color)
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Entity.initialize(self, {
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x = x,
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y = y,
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sizeX = 1,
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sizeY = 1,
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color = color,
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collision = "unmoveable",
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sprite = wallSprite
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})
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end
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function Wall:update(dt)
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end
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function Wall:tick()
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end
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