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Lua
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require "lib/GameState"
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QUIT_KEY = "q"
SAVE_KEY = "s"
LOAD_KEY = "l"
HALF_SPEED = "lshift"
MOVE_RIGHT = "right"
MOVE_LEFT = "left"
SAVE_FILE = "testing.lua"
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function love.keyreleased(key)
-- save
if key == SAVE_KEY then
love.filesystem.write(SAVE_FILE, GameState.save(actors, "actors"))
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-- Load
elseif key == LOAD_KEY then
save_exists = love.filesystem.exists(SAVE_FILE)
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if save_exists then
actors = GameState.load(SAVE_FILE)
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-- Tell the timer to ignore time passed between the save and the load
actors.start = love.timer.getTime() - actors.end_timer
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end
end
end
function half_speed(object_speed)
if love.keyboard.isDown(HALF_SPEED) then
return object_speed/2
else return object_speed
end
end
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function check_keys(object, screen, dt)
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local newObject = {}
newObject.x = object.x
newObject.y = object.y
newObject.width = object.width
newObject.height = object.height
newObject.speed = object.speed
if love.keyboard.isDown(QUIT_KEY) then
love.timer.sleep( 1 )
gamestate.draw = Gamestates.title_draw
gamestate.update = Gamestates.title_update
end
if love.keyboard.isDown(MOVE_RIGHT) then
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newObject.x = newObject.x + half_speed(newObject.speed * dt)
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end
if love.keyboard.isDown(MOVE_LEFT) then
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newObject.x = newObject.x - half_speed(newObject.speed * dt)
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end
if screen_col_detect(newObject, screen) then
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return newObject
else
return object
end
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end