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game.lua
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67 lines (63 loc) · 2.77 KB
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function draw_game(frame, i)
love.graphics.draw(Background[frame], 0, 0, 0, 1, 1)
love.graphics.draw(Background[frame], 1168 * 2, 0, 0, -1, 1)
if table.getn(currentMap) < i then
game_state = 'menu'
player1.lvl = 1
player2.lvl = 1
time = 0
currentMap[1][1] = myMap.generateMap("Maps/Lvl1/level-a", 1)
currentMap[1][2] = myMap.generateMap("Maps/Lvl1/level-a", 1)
currentMap[2][1] = myMap.generateMap("Maps/Lvl2/level-a", 1)
currentMap[2][2] = myMap.generateMap("Maps/Lvl2/level-b", 1)
currentMap[3][1] = myMap.generateMap("Maps/Lvl3/level-a", 1)
currentMap[3][2] = myMap.generateMap("Maps/Lvl3/level-b", 1)
currentMap[4][1] = myMap.generateMap("Maps/Lvl4/level-a", 1)
currentMap[4][2] = myMap.generateMap("Maps/Lvl4/level-b", 1)
player1.dir = 1
player2.dir = 1
spawnPlayer(currentMap[player1.lvl][1], player1)
spawnPlayer(currentMap[player2.lvl][2], player2)
-- reload map
return
end
myMap.Draw(currentMap[i][1], 304, 256)
myMap.Draw(currentMap[i][2], 1280/2 + 304, 300)
if Musics.time ~= 0 then
Musics.actualtime = time - Musics.time
love.graphics.setColor(1,0,0)
love.graphics.setFont(font1)
love.graphics.print((math.floor(Musics.actualtime / 60)) .. ":" .. (math.floor(Musics.actualtime % 60))..':'..(math.floor(Musics.actualtime *100 %100)), 1100, 10)
love.graphics.setColor(1,1,1)
end
neonFrame = math.floor(time) % 3 + 1
love.graphics.draw(neon[1][neonFrame] , 40, 512, 0, 1, 1)
love.graphics.draw(neon[1][neonFrame] , 120, 600, 0, 1, 1)
love.graphics.draw(neon[2][neonFrame], 304 + 50, 550, 0, 1, 1)
love.graphics.draw(neon[2][neonFrame], 304 + 180, 650, 0, 1, 1)
love.graphics.draw(neon[3][neonFrame], 1280/2 + 380, 512, 0, 1, 1)
love.graphics.draw(neon[1][neonFrame] , 1280/2 + 40, 600, 0, 1, 1)
end
function game_keypressed(key)
if key == 'escape' and game_state ~= 'loading' then
game_state = 'menu'
end
updatePlayer(player1, key, currentMap[player1.lvl][1], 1)
updatePlayer(player2, key, currentMap[player2.lvl][2], 2)
updateMusic(Musics, key, time)
end
function update_game(dt)
time = time + dt
if player1.under == 4 and player2.under == 4 then
currentMap[player1.lvl][1][player1.x][player1.y] = 4
currentMap[player2.lvl][2][player2.x][player2.y] = 4
player1.lvl = player1.lvl + 1
player2.lvl = player1.lvl
player1.under = 1
player2.under = 1
if table.getn(currentMap) >= player1.lvl then
spawnPlayer(currentMap[player1.lvl][1], player1)
spawnPlayer(currentMap[player2.lvl][2], player2)
end
end
end