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Fixed a typo in the gamestate docs
Sorry about Atom doing its thing with empty lines...
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@ -13,30 +13,30 @@ A typical game could consist of a menu-state, a level-state and a game-over-stat
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local menu = {} -- previously: Gamestate.new()
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local game = {}
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function menu:draw()
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love.graphics.print("Press Enter to continue", 10, 10)
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end
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function menu:keyreleased(key, code)
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if key == 'enter' then
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Gamestate.switch(game)
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end
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end
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function game:enter()
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Entities.clear()
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-- setup entities here
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end
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function game:update(dt)
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Entities.update(dt)
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end
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function game:draw()
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Entities.draw()
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end
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function love.load()
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Gamestate.registerEvents()
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Gamestate.switch(menu)
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@ -101,6 +101,8 @@ corresponding LÖVE callbacks and receive receive the same arguments (e.g.
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**Example**::
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menu = {} -- previously: Gamestate.new()
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function menu:init()
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self.background = love.graphics.newImage('bg.jpg')
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Buttons.initialize()
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end
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@ -295,11 +297,11 @@ to be one of the :ref:`callbacks`. Mostly useful when not using
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function love.draw()
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Gamestate.draw() -- <callback> is `draw'
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end
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function love.update(dt)
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Gamestate.update(dt) -- pass dt to currentState:update(dt)
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end
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function love.keypressed(key, code)
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Gamestate.keypressed(key, code) -- pass multiple arguments
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end
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@ -332,7 +334,7 @@ This is by done by overwriting the love callbacks, e.g.::
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Gamestate.registerEvents()
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Gamestate.switch(menu)
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end
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-- love callback will still be invoked
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function love.update(dt)
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Timer.update(dt)
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@ -346,4 +348,3 @@ This is by done by overwriting the love callbacks, e.g.::
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Gamestate.registerEvents{'draw', 'update', 'quit'}
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Gamestate.switch(menu)
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end
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