moved stuff out of love.load
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main.lua
80
main.lua
@ -1,21 +1,55 @@
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Object = require("libs/classic")
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require("constants")
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require("constants")
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WF = require("libs/windfield")
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WF = require("libs/windfield")
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STI = require("libs/sti")
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STI = require("libs/sti")
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World = WF.newWorld(0, 0) --no gravity
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World = WF.newWorld(0, 0) --no gravity
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World:setQueryDebugDrawing(true) -- Draws the area of a query for 10 frames
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--World:setQueryDebugDrawing(true) -- Draws the area of a query for 10 frames
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World:addCollisionClass("Player1")
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World:addCollisionClass("Player1")
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World:addCollisionClass("Bullet1")
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World:addCollisionClass("Bullet1")
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World:addCollisionClass("Player2")
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World:addCollisionClass("Player2")
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World:addCollisionClass("Bullet2")
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World:addCollisionClass("Bullet2")
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World:addCollisionClass("Wall")
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World:addCollisionClass("Wall")
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require("restart")
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require("player")
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require("bullet")
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require("mapsloader")
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require("Game/UpdateGame")
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require("Menu/UpdateMenu")
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require("Pause/UpdatePause")
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require("Win/UpdateWin")
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require("Game/DrawGame")
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require("Menu/DrawMenu")
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require("Pause/DrawPause")
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require("Win/DrawWin")
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require("Game/GameKeyPressed")
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require("Menu/MenuKeyPressed")
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require("Pause/PauseKeyPressed")
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require("Win/WinKeyPressed")
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--Fonts used in the game
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--Fonts used in the game
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GameFont = love.graphics.newFont("assets/Daydream.ttf", 60)
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GameFont = love.graphics.newFont("assets/Daydream.ttf", 60)
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DebugFont = love.graphics.newFont("assets/Daydream.ttf", 12)
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DebugFont = love.graphics.newFont("assets/Daydream.ttf", 12)
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MenuFont = love.graphics.newFont("assets/Daydream.ttf", 45)
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MenuFont = love.graphics.newFont("assets/Daydream.ttf", 45)
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Walls = {}
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Walls = {}
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-- Music streaming
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musicMenu = love.audio.newSource("music/menu.mp3", "stream") or nil
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musicBattle = love.audio.newSource("music/battle.mp3", "stream") or nil
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--musicStory = love.audio.newSource("music/story.mp3", "stream") or nil
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musicPause = musicBattle:clone()
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musicPause:setFilter({
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type = "lowpass",
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volume = 0.7,
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highgain = 0.4,
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})
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function love.run()
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function love.run()
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if love.load then
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if love.load then
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love.load(love.arg.parseGameArguments(arg), arg)
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love.load(love.arg.parseGameArguments(arg), arg)
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@ -70,34 +104,14 @@ function love.run()
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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 love.load()
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function love.load(args)
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Object = require("libs/classic")
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require("libs/restart")
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require("player")
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require("bullet")
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require("mapsloader")
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require("Game/UpdateGame")
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require("Menu/UpdateMenu")
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require("Pause/UpdatePause")
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require("Win/UpdateWin")
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require("Game/DrawGame")
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require("Menu/DrawMenu")
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require("Pause/DrawPause")
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require("Win/DrawWin")
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require("Game/GameKeyPressed")
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require("Menu/MenuKeyPressed")
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require("Pause/PauseKeyPressed")
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require("Win/WinKeyPressed")
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-- Set a random seed
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-- Set a random seed
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love.math.setRandomSeed(love.timer.getTime())
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love.math.setRandomSeed(love.timer.getTime())
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--Game consts
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--Game values (reset after each load)
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HEALTH = 3
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HEALTH = 3
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DELAY = 0.5
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P1_DELAY = 0.5
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P2_DELAY = 0.5
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--Bullet lists
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--Bullet lists
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Bullets1 = {}
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Bullets1 = {}
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@ -106,28 +120,16 @@ function love.load()
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DebugFlag = false
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DebugFlag = false
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EnableKeyPress1 = true
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EnableKeyPress1 = true
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KeyPressTime1 = 0
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KeyPressTime1 = 0
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KeyDelay1 = DELAY
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KeyDelay1 = P1_DELAY
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EnableKeyPress2 = true
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EnableKeyPress2 = true
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KeyPressTime2 = 0
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KeyPressTime2 = 0
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KeyDelay2 = DELAY
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KeyDelay2 = P2_DELAY
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local playerSpeed = 12000
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local playerSpeed = 12000
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UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", playerSpeed)
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UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", playerSpeed)
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UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", playerSpeed)
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UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", playerSpeed)
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-- Music streaming
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musicMenu = love.audio.newSource("music/menu.mp3", "stream") or nil
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musicBattle = love.audio.newSource("music/battle.mp3", "stream") or nil
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--musicStory = love.audio.newSource("music/story.mp3", "stream") or nil
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musicPause = musicBattle:clone()
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musicPause:setFilter({
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type = "lowpass",
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volume = 0.7,
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highgain = 0.4,
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})
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--STI Map loading
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--STI Map loading
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LoadMap(_G.CUR_LEVEL)
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LoadMap(_G.CUR_LEVEL)
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end
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end
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