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main.lua
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sprite = require "sprite"
force = require 'force'
character = require "character"
local elapsed_time = 0
local entities = {}
function love.load(arg)
love.keyboard.setKeyRepeat(true)
dude = character.create_dude()
badguy = character.create_badguy()
entities = { dude, badguy }
end
function love.update(dt)
elapsed_time = elapsed_time + dt
-- dude = sprite.update(dude, dt, elapsed_time)
-- entities[1] = sprite.update(entities[1], dt, elapsed_time)
-- for entity in entities do
-- print(badguy.last_update)
-- print(badguy.mov_freq)
if badguy.last_update + badguy.mov_freq < elapsed_time then
-- print('updating badguy')
force.addAccel(badguy, { x = math.random(-1 , 1) * badguy.mov_spd.x, y = math.random (-1, 1) * badguy.mov_spd.y })
end
for i, entity in ipairs(entities) do
entities[i] = sprite.update(entity, dt, elapsed_time)
end
end
function love.draw()
love.graphics.print("Hello World!", 400, 300)
-- sprite.draw(dude)
for i, entity in ipairs(entities) do
sprite.draw(entity)
end
-- love.graphics.print(string.format("%s, %s", spr.vel.x, spr.vel.y), 0, 0)
end
function love.mousepressed()
end
function love.mousereleased()
end
function love.keypressed( key )
if key == "up" then
force.addAccel(dude, { x = 0, y = -dude.mov_spd.y })
elseif key == "down" then
force.addAccel(dude, { x = 0, y = dude.mov_spd.y })
elseif key == "left" then
force.addAccel(dude, { x = -dude.mov_spd.x, y = 0 })
elseif key == "right" then
force.addAccel(dude, { x = dude.mov_spd.x, y = 0 })
elseif key == "space" then
sprite.do_punch(dude, entities)
end
end
function love.keyreleased( key )
end