Love:Mike: Added quit to title; Added quit from title; updated TODO; moved quit function into normal keypresses
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@ -19,3 +19,10 @@ Seperate out (or add debug mode) to the print_table function so saving is a sepe
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make keys.lua more simple by turning more of the code into functions and stuff it in functions.lua
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Add continue after pressing Q during gameplay. (timer should keep going)
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Reset gamestate when player starts a new game.
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move save and load to the title screen
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make the title screen better looking
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change the title screen to be a selection instead of just pressing keys
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remove "q" from qutting the gameplay. Change it to "esc" and have it be a menu instead of insta-quit.
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@ -3,7 +3,7 @@ Gamestates = {}
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-- Title screen
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function Gamestates.title_draw()
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love.graphics.setColor(255,0,0)
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love.graphics.print(string.format("Press space to start!"), screen.width/2, screen.height/2)
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love.graphics.print(string.format("Press space to start!\n Or 'q' to exit."), screen.width/2, screen.height/2)
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end
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function Gamestates.title_update()
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@ -11,6 +11,10 @@ function Gamestates.title_update()
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gamestate.draw = Gamestates.main_draw
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gamestate.update = Gamestates.main_update
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end
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if love.keyboard.isDown(QUIT_KEY) then
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love.event.quit()
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end
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end
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-- Main game loop
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@ -9,11 +9,9 @@ MOVE_LEFT = "left"
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SAVE_FILE = "testing.lua"
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function love.keyreleased(key)
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if key == QUIT_KEY then
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love.event.quit()
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-- save
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elseif key == SAVE_KEY then
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if key == SAVE_KEY then
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love.filesystem.write(SAVE_FILE, GameState.save(actors, "actors"))
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-- Load
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@ -43,6 +41,12 @@ function check_keys(object, screen, dt)
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newObject.height = object.height
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newObject.speed = object.speed
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if love.keyboard.isDown(QUIT_KEY) then
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love.timer.sleep( 1 )
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gamestate.draw = Gamestates.title_draw
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gamestate.update = Gamestates.title_update
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end
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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
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@ -54,4 +58,5 @@ function check_keys(object, screen, dt)
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else
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return object
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end
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end
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