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added the demo files
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README.textile
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README.textile
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h1. beholder.lua demo
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This is a demo of the beholder.lua library. It shows how the library can be used to capture and manage different kinds of events.
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The demo requires "LÖVE":http://love2d.org
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h2. Instructions
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* Download and install LÖVE
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* Download/uncompress this repo to a folder
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* Execute with LÖVE
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<pre>
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cd folder/where/this/repo/is
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love .
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</pre>
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BIN
beholder-demo.love
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BIN
beholder-demo.love
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141
beholder.lua
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beholder.lua
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-- beholder.lua - v1.0.1 (2011-11)
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-- Copyright (c) 2011 Enrique García Cota
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-- Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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-- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN callback OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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local function copy(t)
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local c={}
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for i=1,#t do c[i]=t[i] end
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return c
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end
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-- private Node class
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local Node = {
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_nodesById = setmetatable({}, {__mode="k"})
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}
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function Node:new()
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local node = { callbacks = {}, children = setmetatable({}, {__mode="k"}) }
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return setmetatable( node, { __index = Node } )
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end
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function Node:findById(id)
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return self._nodesById[id]
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end
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function Node:findOrCreateChild(key)
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self.children[key] = self.children[key] or Node:new()
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return self.children[key]
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end
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function Node:findOrCreateDescendant(keys)
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local node = self
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for i=1, #keys do
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node = node:findOrCreateChild(keys[i])
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end
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return node
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end
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function Node:invokeCallbacks(params)
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local counter = 0
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for _,callback in pairs(self.callbacks) do
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callback(unpack(params))
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counter = counter + 1
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end
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return counter
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end
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function Node:invokeAllCallbacksInSubTree(params)
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local counter = self:invokeCallbacks(params)
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for _,child in pairs(self.children) do
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counter = counter + child:invokeAllCallbacksInSubTree(params)
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end
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return counter
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end
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function Node:invokeCallbacksFromPath(path)
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local node = self
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local params = copy(path)
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local counter = node:invokeCallbacks(params)
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for i=1, #path do
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node = node.children[path[i]]
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if not node then break end
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table.remove(params, 1)
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counter = counter + node:invokeCallbacks(params)
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end
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return counter
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end
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function Node:addCallback(callback)
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local id = {}
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self.callbacks[id] = callback
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Node._nodesById[id] = self
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return id
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end
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function Node:removeCallback(id)
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self.callbacks[id] = nil
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Node._nodesById[id] = nil
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end
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-- beholder private functions
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local function falseIfZero(n)
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return n > 0 and n
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end
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local function checkSelf(self, methodName)
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assert(type(self)=="table" and self._root, "Use beholder:" .. methodName .. " instead of beholder." .. methodName)
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end
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local function extractEventAndCallbackFromParams(params)
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assert(#params > 0, "beholder:observe requires at least one parameter - the callback. You usually want to use two, i.e.: beholder:observe('EVENT', callback)")
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local callback = table.remove(params, #params)
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return params, callback
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end
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local function initialize(self)
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self._root = Node:new()
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end
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------ Public interface
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local beholder = {}
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function beholder:observe(...)
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checkSelf(self, 'observe')
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local event, callback = extractEventAndCallbackFromParams({...})
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return self._root:findOrCreateDescendant(event):addCallback(callback)
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end
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function beholder:stopObserving(id)
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checkSelf(self, 'stopObserving')
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local node = Node:findById(id)
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if not node then return false end
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node:removeCallback(id)
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return true
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end
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function beholder:trigger(...)
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checkSelf(self, 'trigger')
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return falseIfZero( self._root:invokeCallbacksFromPath({...}) )
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end
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function beholder:triggerAll(...)
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checkSelf(self, 'triggerAll')
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return falseIfZero( self._root:invokeAllCallbacksInSubTree({...}) )
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end
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function beholder:reset()
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checkSelf(self, 'reset')
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initialize(self)
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end
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initialize(beholder)
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return beholder
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233
main.lua
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233
main.lua
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beholder = require 'beholder'
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local directions = {
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up = {dx = 0, dy = -1},
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down = {dx = 0, dy = 1},
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left = {dx = -1, dy = 0},
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right = {dx = 1, dy = 0}
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}
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function startMoving(entity, direction)
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entity.want[direction] = true
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end
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function stopMoving(entity, direction)
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if not direction then
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entity.want = {}
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else
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entity.want[direction] = nil
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end
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end
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function pause(entity)
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entity.paused = true
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end
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function unpause(entity)
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entity.paused = false
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end
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function move(entity, dt)
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if not entity.paused then
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for dir,delta in pairs(directions) do
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if entity.want[dir] then
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entity.x = entity.x + delta.dx * entity.speed
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entity.y = entity.y + delta.dy * entity.speed
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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 checkCollision(a,b)
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local ax1, ay1, ax2, ay2 = a.x, a.y, a.x+16, a.y+16
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local bx1, by1, bx2, by2 = b.x, b.y, b.x+16, b.y+16
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if ax1 < bx2 and ax2 > bx1 and ay1 < by2 and ay2 > by1 then
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beholder:trigger("COLLISION", a, b)
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beholder:trigger("COLLISION", b, a)
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end
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end
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function draw(entity)
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love.graphics.setColor(unpack(entity.color))
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love.graphics.rectangle("line", entity.x, entity.y, 16, 16)
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end
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function relativePosition(entity)
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local position = {}
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local dx = entity.target.x - entity.x
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local dy = entity.target.y - entity.y
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table.insert(position, dy > 0 and 'down' or dy < 0 and 'up')
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table.insert(position, dx > 0 and 'right' or dx < 0 and 'left')
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return position
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end
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function chooseDirection(entity)
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if entity.target then
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stopMoving(entity)
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for _,dir in ipairs(relativePosition(entity)) do
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startMoving(entity, dir)
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end
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end
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end
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function all(collection, f,...)
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for i=#collection,1,-1 do
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f(collection[i], ...)
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end
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end
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function allWithIndex(collection, f)
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for i=#collection,1,-1 do
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f(collection[i], i, collection)
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end
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end
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function removeIfDead(entity, id, collection)
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if entity.dead then table.remove(collection, id) end
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end
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function gameOver()
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print("braains")
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beholder:reset()
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love.event.push('q')
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end
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entities, zombies = {},{}
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function createPlayer()
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player = {
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x = 400,
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y = 300,
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want={},
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color = {200,200,50},
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speed = 2
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}
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setmetatable(player, {__tostring = function(t) return 'player' end})
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for dir,_ in pairs(directions) do
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beholder:observe("KEYPRESSED", dir, function() startMoving(player, dir) end)
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beholder:observe("KEYRELEASED", dir, function() stopMoving(player, dir) end)
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end
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beholder:observe("KEYPRESSED", " ", activateMine)
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beholder:observe("COLLISION", player, gameOver)
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table.insert(entities, player)
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end
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function createZombie()
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local zombie = {
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x = math.random(20,780),
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y = math.random(20,580),
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want = {},
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color = {50,150,50},
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speed = math.max(math.random()/2, 0.4),
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target = player
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}
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setmetatable(zombie, {__tostring = function(t) return 'zombie' end})
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table.insert(zombies, zombie)
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table.insert(entities, zombie)
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end
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function createMine()
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mine = {
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x = player.x,
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y = player.y,
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want = {},
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color = {100,100,200},
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speed = 0
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}
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setmetatable(mine, {__tostring = function(t) return 'mine' end})
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beholder:observe("COLLISION", mine, function(zombie)
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if not mine.exploded then
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mine.exploded = true
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mine.color = {50,50,50}
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zombie.dead = true
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beholder:trigger("KILLED", zombie)
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end
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end)
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table.insert(entities, mine)
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end
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function activateMine()
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if mine.exploded then
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mine.exploded = false
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mine.color = {100,100,200}
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mine.x,mine.y = player.x, player.y
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end
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end
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function love.update(dt)
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all(zombies,chooseDirection)
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all(entities,move)
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all(zombies,checkCollision,player)
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all(zombies,checkCollision,mine)
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allWithIndex(zombies, removeIfDead)
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allWithIndex(entities, removeIfDead)
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end
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function love.draw()
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all(entities,draw)
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love.graphics.setColor(255,255,255)
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love.graphics.print("Last pressed key: " .. lastPressedKey, 0, 580)
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end
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function love.keypressed(key)
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beholder:trigger("KEYPRESSED", key)
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end
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function love.keyreleased(key)
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beholder:trigger("KEYRELEASED", key)
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end
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function love.load()
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math.randomseed(os.time())
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local zombieCount = 20
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local killCount = 0
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createPlayer()
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createMine()
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for i=1,zombieCount do
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createZombie()
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end
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beholder:observe(print) -- print every event on the terminal
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-- prints the last pressed key on the screen
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lastPressedKey = "<none yet>"
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beholder:observe("KEYPRESSED", function(key)
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lastPressedKey = key
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end)
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-- binds escape to the gameOver function (quit game)
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beholder:observe("KEYPRESSED", "escape", gameOver)
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-- handle pause
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beholder:observe("KEYPRESSED", "pause", function()
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all(entities, pause)
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local id
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id = beholder:observe("KEYPRESSED", function()
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all(entities, unpause)
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beholder:stopObserving(id)
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end)
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end)
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-- victor is triggered if enough kills are done
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beholder:observe("KILLED", function()
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killCount = killCount + 1
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if killCount == zombieCount then
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print("You win!")
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beholder:reset()
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love.event.push('q')
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end
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end)
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end
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