fix state thigns and port to love11
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11 changed files with 130 additions and 96 deletions
21
main.lua
21
main.lua
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@ -29,8 +29,12 @@ function love.load()
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inputTimer = Timer.new()
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-- Resume the game: prefer the runtime autosave so the last saved position is
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-- restored, falling back to the authored source level. Editor room-opens go
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-- through their own (source-only) load path, so this only affects resume.
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currentRoom = Room:new{
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name = gameWorld.lastRoom or "start"
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name = gameWorld.lastRoom or "start",
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runtime = true
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}
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gameWorld:setLastRoom(currentRoom.name)
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setEditorRoomName(currentRoom.name)
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@ -38,6 +42,15 @@ function love.load()
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response = ""
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end
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-- Autosave on close so a position reached by moving within a room (short of a
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-- room-to-room transition, which already autosaves in nextRoom) survives.
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function love.quit()
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if currentRoom then
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currentRoom:save()
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if gameWorld then gameWorld:setLastRoom(currentRoom.name) end
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end
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end
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function love.update(dt)
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if editorView == "world" then
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Input:stopMoveRepeat()
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@ -70,7 +83,7 @@ function love.draw()
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love.graphics.push()
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for i = 1, samples do
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local c = 65 / (i * 1.75)
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local c = 65 / 255 / (i * 1.75)
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love.graphics.setColor(c, c, c)
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love.graphics.scale(scaleCoefficient, scaleCoefficient)
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love.graphics.translate((width / 2 - (width * scaleCoefficient) / 2) + 2, (width / 2 - (height * scaleCoefficient) / 2) + 2)
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@ -78,7 +91,7 @@ function love.draw()
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end
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love.graphics.pop()
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love.graphics.setColor(255, 255, 255)
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love.graphics.setColor(1, 1, 1)
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love.graphics.draw(gameCanvas, 0, 0)
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love.graphics.setCanvas()
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@ -88,7 +101,7 @@ function love.draw()
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love.graphics.setCanvas()
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love.graphics.setBlendMode("alpha")
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love.graphics.setColor(255, 255, 255, 255)
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love.graphics.setColor(1, 1, 1, 1)
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love.graphics.draw(finalCanvas, 0, 0)
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love.graphics.draw(sideBarCanvas, sideBarBox.x, sideBarBox.y)
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love.graphics.print("Current FPS: "..tostring(love.timer.getFPS( )), 10, 10)
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