require 'constants' function love.run() if love.load then love.load(love.arg.parseGameArguments(arg), arg) end -- We don't want the first frame's dt to include time taken by love.load. if love.timer then love.timer.step() end local dt = 0 -- Main loop time. return function() -- Process events. if love.event then love.event.pump() for name, a,b,c,d,e,f in love.event.poll() do if name == "quit" then if not love.quit or not love.quit() then return a or 0 end end love.handlers[name](a,b,c,d,e,f) end end -- Update dt, as we'll be passing it to update if love.timer then dt = love.timer.step() end -- Call update and draw if love.update then love.update(dt) end -- will pass 0 if love.timer is disabled if love.graphics and love.graphics.isActive() then love.graphics.origin() love.graphics.clear(love.graphics.getBackgroundColor()) if love.draw then love.draw() end love.graphics.present() end if love.timer then love.timer.sleep(0.001) end end end function love.load() Object = require("classic") require("player") require("bullet") WF = require("libs/windfield") STI = require("libs/sti") require("Game/UpdateGame") require("Menu/UpdateMenu") require("Game/DrawGame") require("Menu/DrawMenu") require("Game/GameKeyPressed") require("Menu/MenuKeyPressed") require("mapsloader") --WindField World = WF.newWorld(0, 0) --no gravity World:setQueryDebugDrawing(true) -- Draws the area of a query for 10 frames World:addCollisionClass("Player1") World:addCollisionClass("Bullet1") World:addCollisionClass("Player2") World:addCollisionClass("Bullet2") World:addCollisionClass("Wall") World:addCollisionClass("New") -- Used to make sure the bullet doesn't collide with the player that shot it --STI Map loadMap(1) --Fonts used in the game GameFont = love.graphics.newFont("assets/Daydream.ttf", 60) DebugFont = love.graphics.newFont("assets/Daydream.ttf", 12) MenuFont = love.graphics.newFont("assets/Daydream.ttf", 45) --Game consts HEALTH = 3 DELAY = 0.5 MAX = 6 --MAX number of bullets| --Bullet lists Bullets1 = {} Bullets2 = {} DebugFlag = false EnableKeyPress1 = true KeyPressTime1 = 0 KeyDelay1 = DELAY EnableKeyPress2 = true KeyPressTime2 = 0 KeyDelay2 = DELAY local playerSpeed = 12000 UserPlayer1 = Player(1, 1000, 100, HEALTH, "assets/player1.png", playerSpeed) UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", playerSpeed) end function love.keypressed(key) if _G.GAMESTATE == "MENU" then MenuKeyPressed(key) end if _G.GAMESTATE == "GAME" then GameKeyPressed(key) end end function love.update(dt) if _G.GAMESTATE == "MENU" then UpdateMenu(dt) end if _G.GAMESTATE == "GAME" then UpdateGame(dt) end end function love.draw() if _G.GAMESTATE == "MENU" then DrawMenu() end if _G.GAMESTATE == "GAME" then DrawGame() if DebugFlag then love.graphics.setFont(DebugFont) love.graphics.print("Debug Mode", 1200, 850) love.graphics.print("" .. GAMESTATE, 200, 200) end end end