some stuff
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@@ -6,7 +6,6 @@ game.title = "Weeeeeeeee"
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game.version = "0.0.1"
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game.fullscreen = false
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game.level = 1
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game.die_animation_elapsed = false
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return {
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game = game
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@@ -1,9 +1,11 @@
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local player = {}
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player.x = 0
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player.y = 500
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player.width = 160
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player.width = 140
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player.height = 160
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player.speed = 200
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player.speed_jumping = 400
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player.speed_walking = 200
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player.jump_height = 500
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player.state = "idle"
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player.direction = "right"
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@@ -53,7 +55,7 @@ player.die = function(self, dt)
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self.state = "die"
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self.animation = self.spritesheets["player_die"]
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self.sound_effects["die"]:play()
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die_animation_elapsed = false
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self.spritesheets["player_die"]:setFrame(1)
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end
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end
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player.revive = function(self, dt)
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@@ -62,7 +64,8 @@ player.revive = function(self, dt)
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self.state = "idle"
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self.animation = self.spritesheets["player_default"]
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self.sound_effects["revive"]:play()
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die_animation_elapsed = false
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self.spritesheets["player_die"]:setFrame(1)
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end
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end
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player.idle = function(self, dt)
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@@ -6,10 +6,8 @@ end
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local function update(dt)
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--update player_animation
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if spritesheets["player_die"]:getFrame() ~= 16 and not game.die_animation_elapsed then
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if spritesheets["player_die"]:getFrame() ~= 16 then
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spritesheets["player_die"]:update(dt)
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else
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game.die_animation_elapsed = true
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end
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if player.alive then
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spritesheets["player_jump"]:update(dt)
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@@ -21,30 +19,35 @@ local function update(dt)
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--get keyboard
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local key = love.keyboard.isDown
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player:idle(dt)
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--move player
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if key("d") then
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player:walk_right(dt)
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elseif key("a") then
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player:walk_left(dt)
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else
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player:idle(dt)
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end
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--jump player
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if key("w") then
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player:jump(dt)
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player.speed = player.speed_jumping
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else
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player.speed = player.speed_walking
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end
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if game.debug then
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if key("s") then
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player:down(dt)
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player.speed = player.speed_jumping
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else
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player.speed = player.speed_walking
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end
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if key("f") then
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--die
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player.spritesheets["player_die"]:setFrame(1)
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player:die(dt)
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game.die_animation_elapsed = false
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elseif key("g") then
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--revive player
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player.spritesheets["player_die"]:setFrame(1)
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player:revive(dt)
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game.die_animation_elapsed = false
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end
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end
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end
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