stuff working sort of
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048dc835d9
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c921c83b0f
@ -13,7 +13,7 @@ function love.conf(t)
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t.window.resizable = false
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t.window.fullscreen = false
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t.window.vsync = true --may change?
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t.window.vsync = false --may change?
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t.window.fsaa = 0
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t.window.display = 1
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t.window.highdpi = false
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98
src/levels.lua
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98
src/levels.lua
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@ -0,0 +1,98 @@
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local LightWorld = require "lib.light_world"
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require "lightWorldRectangleFix"
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local Object = {}
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Object.__index = Object
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function Object.new(x, y, w, h)
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local self = {
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x = x, y = y,
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w = w, h = h,
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shadow = lightWorldRectangleFix(lightWorld, x, y, w, h)
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}
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return self
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end
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level = {
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function()
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lightWorld = LightWorld({
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drawBackground = drawBackground,
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drawForground = drawForeground,
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ambient = {80, 80, 100} --previously 60,60,60
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})
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lightWorld.blur = 0
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bgColor = {35, 65, 85}
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lights = {
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lightWorld:newLight(love.graphics.getWidth() / 2 - 35, love.graphics.getHeight() / 2, 255, 150, 100, 650)
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} --x,y,r,g,b,radius
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thompson = {
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color = {255, 0, 0},
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x = 30,
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y = love.graphics.getHeight() - 73 -15 - 27, --15 above bottom, 27 is because height of thompson
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w = 17,
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h = 27,
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v = {0, 0}
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}
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thompson.shadow = lightWorldRectangleFix(lightWorld, thompson.x, thompson.y, thompson.w, thompson.h)
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thompson.fixShadowPosition = function()
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thompson.shadow.x = thompson.x + thompson.w / 2
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thompson.shadow.y = thompson.y + thompson.h / 2
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thompson.shadow.data = {
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thompson.x, thompson.y,
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thompson.x + thompson.w, thompson.y,
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thompson.x + thompson.w, thompson.y + thompson.h,
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thompson.x, thompson.y + thompson.h
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}
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end
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objects = {
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Object.new(0, 0, love.graphics.getWidth(), 15),
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Object.new(0, 0, 15, love.graphics.getHeight()),
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Object.new(0, love.graphics.getHeight() - 15, love.graphics.getWidth(), 15),
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Object.new(love.graphics.getWidth() - 15, 0, 15, love.graphics.getHeight()),
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Object.new(100, love.graphics.getHeight() - 60 - 50, 50, 50),
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Object.new(420, love.graphics.getHeight() - 170 - 50, 50, 50),
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Object.new(431, love.graphics.getHeight() - 33 - 50, 49, 49),
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Object.new(276, love.graphics.getHeight() - 85 - 50, 51, 51),
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Object.new(27, love.graphics.getHeight() - 167 - 50, 47, 47),
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Object.new(677, love.graphics.getHeight() - 81 - 50, 52, 52),
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Object.new(628, love.graphics.getHeight() - 107 - 50, 49, 49),
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Object.new(597, love.graphics.getHeight() - 223 - 50, 46, 46),
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Object.new(311, love.graphics.getHeight() - 272 - 50, 53, 53),
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Object.new(700, 68, 50, 50),
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Object.new(140, 129, 47, 47),
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Object.new(503, 83, 53, 53),
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--remember we have 770x370 to work with (minus 30 because of walls)
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--[[lightWorldRectangleFix(lightWorld, x, y, w, h),
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lightWorldRectangleFix(lightWorld, x, y, w, h),
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lightWorldRectangleFix(lightWorld, x, y, w, h),
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lightWorldRectangleFix(lightWorld, x, y, w, h),
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lightWorldRectangleFix(lightWorld, x, y, w, h),
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lightWorldRectangleFix(lightWorld, x, y, w, h),
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lightWorldRectangleFix(lightWorld, x, y, w, h),
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lightWorldRectangleFix(lightWorld, x, y, w, h),]]
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}
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goal = {
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x = 711,
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y = 40,
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w = thompson.w + 2,
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h = thompson.h + 2
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}
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goal.collider = {
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x = goal.x + goal.w / 2 - 1.5,
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y = goal.y + goal.h / 2 - 1.5,
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w = 3, h = 3
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}
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--[[goal = lightWorldRectangleFix(lightWorld, 700, 20, thompson.w + 2, thompson.h + 2)
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goal.glowStrength = 5
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for k,v in pairs(goal) do
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print(k.."="..tostring(v))
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end]]
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end,
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}
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154
src/main.lua
154
src/main.lua
@ -1,46 +1,148 @@
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--local LightWorld = require "lib.light_world"
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local g = 890
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local fudgeFactor = 0.8
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local timer = 0
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local lightSway = true
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local levelBeat = false
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local currentLevel = 1
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function love.load()
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require "lightWorldRectangleFix"
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require "levels"
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level[currentLevel]()
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end
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local LightWorld = require "lib.light_world"
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lightWorld = LightWorld({
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drawBackground = drawBackground,
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drawForground = drawForeground,
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ambient = {60, 60, 60}
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})
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local function checkAABB(A, B)
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--if A
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if A.x + A.w < B.x or
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A.y + A.h < B.y or
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A.x > B.x + B.w or
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A.y > B.y + B.h
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then return false end
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return true
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end
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light = lightWorld:newLight(love.graphics.getWidth() / 2, love.graphics.getHeight() / 2, 255, 150, 100, 600) --x,y,r,g,b,radius
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bgColor = {35, 65, 85}
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thompson = {
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color = {255, 0, 0},
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x = 50,
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y = 50,
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w = 17,
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h = 27
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}
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thompson.shadow = lightWorldRectangleFix(lightWorld, thompson.x, thompson.y, thompson.w, thompson.h)
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local function approxEqual(A, B)
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local epsilon = 0.002
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return math.abs(A-B) < epsilon
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end
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function love.update(dt)
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love.window.setTitle("Thompson Was a Clone (FPS:" .. love.timer.getFPS() .. ")") --for testing purposes only
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if dt > 0.002 then dt = 0.002 end
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timer = timer + dt
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-- adjust light position based on timer
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if lightSway then
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lights[1].x = lights[1].x + timer * 0.002
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else
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lights[1].x = lights[1].x - timer * 0.002
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end
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if timer > 9 then
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timer = 0
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lightSway = not lightSway
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end
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if approxEqual(timer, math.floor(timer)) then
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if levelBeat then
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currentLevel = currentLevel + 1
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level[currentLevel]()
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return
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end
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end
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-- player control
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if thompson.onGround and love.keyboard.isDown("w") or thompson.onGround and love.keyboard.isDown(" ") then
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--if not thompson.isJumping then
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thompson.v[2] = -g/2
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--thompson.isJumping = true
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--end
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--thompson.isJumping = false
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elseif love.keyboard.isDown("s") then
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--do nothing
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else
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--thompson.isJumping = false
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end
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if love.keyboard.isDown("a") then
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thompson.v[1] = -g/4
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elseif love.keyboard.isDown("d") then
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thompson.v[1] = g/4
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else
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thompson.v[1] = 0
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end
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-- reset button
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if love.keyboard.isDown("r") then
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level[1]() --hardcoded to first level!!
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end
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-- apply gravity
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thompson.v[2] = thompson.v[2] + g * dt
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-- update position
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thompson.x = thompson.x + thompson.v[1] * dt
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thompson.y = thompson.y + thompson.v[2] * dt
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thompson.fixShadowPosition()
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-- check win condition
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if checkAABB(thompson, goal.collider) then
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thompson.color = {255, 255, 255}
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levelBeat = true
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end
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-- check for collisions & fix velocity/position
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thompson.onGround = false --we assume he isn't until he hits one
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for i=1,#objects do
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if checkAABB(thompson, objects[i]) then
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if thompson.y + thompson.h * fudgeFactor < objects[i].y then
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-- thompson landed
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thompson.v[2] = 0
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thompson.y = objects[i].y - thompson.h
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thompson.onGround = true
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elseif thompson.y > objects[i].y + objects[i].h * fudgeFactor then
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-- thompson bumped his head
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thompson.v[2] = 0
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thompson.y = objects[i].y + objects[i].h
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elseif thompson.x + thompson.w * fudgeFactor < objects[i].x then
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-- thompson hit his left side into a wall
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thompson.v[1] = 0
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thompson.x = objects[i].x - thompson.w
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elseif thompson.x > objects[i].x + objects[i].w * fudgeFactor then
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-- thompson hit his right side into a wall
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thompson.v[1] = 0
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thompson.x = objects[i].x + objects[i].w
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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.draw()
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lightWorld:draw(0, 0, 1)
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--drawBackground()
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--drawForeground()
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-- goal
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love.graphics.setColor(255, 255, 255)
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love.graphics.setLineWidth(2)
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love.graphics.rectangle("line", goal.x, goal.y, goal.w, goal.h)
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-- thompson
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love.graphics.setColor(thompson.color)
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love.graphics.rectangle("fill", thompson.x, thompson.y, thompson.w, thompson.h)
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end
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function drawBackground()
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love.graphics.setColor(bgColor)
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love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), love.graphics.getHeight())
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-- objects
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love.graphics.setColor(0, 0, 0)
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for i=1,#objects do
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--love.graphics.rectangle("fill", objects[i].x - objects[i].width / 2, objects[i].y - objects[i].height / 2, objects[i].width, objects[i].height)
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love.graphics.rectangle("fill", objects[i].x, objects[i].y, objects[i].w, objects[i].h)
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end
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-- goal
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--[[love.graphics.setColor(255, 255, 255)
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love.graphics.setLineWidth(2)
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love.graphics.rectangle("line", goal.x, goal.y, goal.w, goal.h)]]
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end
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function drawForeground()
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love.graphics.setColor(thompson.color)
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love.graphics.rectangle("fill", thompson.x, thompson.y, thompson.w, thompson.h)
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--[[
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love.graphics.setColor(255, 0, 0) --red
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love.graphics.rectangle("fill", 10, 10, 17, 27) --x,y,width,height]]
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--nothing
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end
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