Love:Mike: Added quit to title; Added quit from title; updated TODO; moved quit function into normal keypresses

This commit is contained in:
Logen Kain 2017-08-10 15:14:39 -07:00
parent c39c652d3b
commit 4d68180116
3 changed files with 20 additions and 4 deletions

View File

@ -19,3 +19,10 @@ Seperate out (or add debug mode) to the print_table function so saving is a sepe
make keys.lua more simple by turning more of the code into functions and stuff it in functions.lua
Add continue after pressing Q during gameplay. (timer should keep going)
Reset gamestate when player starts a new game.
move save and load to the title screen
make the title screen better looking
change the title screen to be a selection instead of just pressing keys
remove "q" from qutting the gameplay. Change it to "esc" and have it be a menu instead of insta-quit.

View File

@ -3,7 +3,7 @@ Gamestates = {}
-- Title screen
function Gamestates.title_draw()
love.graphics.setColor(255,0,0)
love.graphics.print(string.format("Press space to start!"), screen.width/2, screen.height/2)
love.graphics.print(string.format("Press space to start!\n Or 'q' to exit."), screen.width/2, screen.height/2)
end
function Gamestates.title_update()
@ -11,6 +11,10 @@ function Gamestates.title_update()
gamestate.draw = Gamestates.main_draw
gamestate.update = Gamestates.main_update
end
if love.keyboard.isDown(QUIT_KEY) then
love.event.quit()
end
end
-- Main game loop

View File

@ -9,11 +9,9 @@ MOVE_LEFT = "left"
SAVE_FILE = "testing.lua"
function love.keyreleased(key)
if key == QUIT_KEY then
love.event.quit()
-- save
elseif key == SAVE_KEY then
if key == SAVE_KEY then
love.filesystem.write(SAVE_FILE, GameState.save(actors, "actors"))
-- Load
@ -43,6 +41,12 @@ function check_keys(object, screen, dt)
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
newObject.x = newObject.x + half_speed(newObject.speed * dt)
end
@ -54,4 +58,5 @@ function check_keys(object, screen, dt)
else
return object
end
end