2020-10-04 01:13:34 +00:00
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require 'util'
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require 'drawutil'
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require 'def'
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-- crusty swamp ass language An Awesome Project
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width = 64
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height = 64
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tilesize = 32
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zoom = 1
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world = {}
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sprites = {}
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money = 0
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local objects = {}
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function love.load()
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function getSprites(d)
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local dir = "assets/sprites"
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if d then
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dir = dir .. "/" .. d
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end
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local files = love.filesystem.getDirectoryItems(dir)
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for _,file in ipairs(files) do
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if string.sub(file, -4) == ".png" then
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local spritename = string.sub(file, 1, -5)
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local sprite = love.graphics.newImage(dir .. "/" .. file)
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if d then
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spritename = d .. "/" .. spritename
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end
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sprites[spritename] = sprite
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elseif love.filesystem.getInfo(dir .. "/" .. file).type == "directory" then
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local newdir = file
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if d then
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newdir = d .. "/" .. newdir
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end
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getSprites(file)
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end
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end
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end
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getSprites()
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2020-10-04 01:18:24 +00:00
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for x = 1, width do
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world[x] = {}
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for y = 1, height do
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world[x][y] = {0}
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end
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end
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love.graphics.setDefaultFilter('nearest', 'nearest')
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world[1][1] = {2, rotation = 2}
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world[2][1] = {2, rotation = 2}
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world[3][1] = {2, rotation = 2}
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world[4][1] = {2, rotation = 2}
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world[5][1] = {2, rotation = 2}
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world[1][3] = {2, rotation = 0}
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world[2][3] = {2, rotation = 0}
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world[3][3] = {2, rotation = 0}
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world[4][3] = {2, rotation = 1}
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world[1][2] = {3, rotation = 1}
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world[2][2] = {3, rotation = 1}
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world[3][2] = {3, rotation = 1}
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world[4][2] = {3, rotation = 1}
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world[5][2] = {3, rotation = 2}
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world[5][3] = {3, rotation = 2}
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world[5][4] = {4, rotation = 0}
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2020-10-04 01:13:34 +00:00
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end
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local timer = 0
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function love.update(dt)
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2020-10-04 01:18:24 +00:00
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for x = 1, width do
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for y = 1, height do
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local tileid = getTile(x, y)
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if tileid[1] ~= 0 then
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local tile = tiles[tileid[1]]
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if tile.type == 'mine' then
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if ((timer + dt + x * 0.25 + y * 0.5) % (1/tile.obtains.count)) < ((timer + x * 0.25 + y * 0.5) % (1/tile.obtains.count)) then
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local a = -(tileid.rotation or 0) * 90
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local x = x + 0.5 - math.sin(math.rad(a)) * 0.7
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local y = y + 0.5 - math.cos(math.rad(a)) * 0.7
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table.insert(objects, {
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x = x,
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y = y,
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size = 0.3,
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type = tile.obtains.id,
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color = {0.5, 0.4, 0.4},
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})
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end
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end
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end
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end
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end
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timer = timer + dt
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for i,o in ipairs(objects) do
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o.x = o.x or 0
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o.y = o.y or 0
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o.velx = o.velx or 0
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o.vely = o.vely or 0
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o.size = o.size or 0.5
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o.color = o.color or {1, 1, 1}
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local pass = true
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local object = objectTypes[o.type]
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local onTileId = getTile(math.floor(o.x), math.floor(o.y))
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if onTileId[1] ~= 0 then
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local onTile = tiles[onTileId[1]]
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local a = -(onTileId.rotation or 0) * 90
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if onTile.type == 'conveyor' then
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o.velx = o.velx - math.sin(math.rad(a)) * onTile.speed
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o.vely = o.vely - math.cos(math.rad(a)) * onTile.speed
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elseif onTile.type == 'seller' then
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local movementAngle = math.deg(math.atan2(o.vely, o.velx)) - 90
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if onTileId.rotation then
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local sellerAngle = onTileId.rotation * 90
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if math.abs(movementAngle - sellerAngle) < 45 then
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table.remove(objects, i)
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money = money + object.cost
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else
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pass = false
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end
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end
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else
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pass = false
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end
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end
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for i2,o2 in ipairs(objects) do
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if i ~= i2 and rectangleTouchingRectangle(o.x - o.size, o.y - o.size, o.size, o.size, o2.x - o2.size, o2.y - o2.size, o2.size, o2.size) then
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pass = false
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end
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end
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if not pass then
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o.velx = -o.velx
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o.vely = -o.vely
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end
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o.x = o.x + o.velx * dt
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o.y = o.y + o.vely * dt
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o.velx = o.velx * 0.8
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o.vely = o.vely * 0.8
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end
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2020-10-04 01:13:34 +00:00
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end
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function love.draw()
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2020-10-04 01:18:24 +00:00
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love.graphics.setBackgroundColor(0.8, 0.7, 0.7)
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-- layer 1
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for x = 1, width do
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for y =1, height do
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local drawx = x * tilesize
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local drawy = y * tilesize
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love.graphics.setColor(0.4, 0.3, 0.3)
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love.graphics.rectangle('line', drawx, drawy, tilesize, tilesize)
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local tileid = getTile(x, y)
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if tileid[1] ~= 0 then
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local tile = tiles[tileid[1]]
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local sprite = s('tiles/' .. tile.name)
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if sprite then
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love.graphics.setColor(1, 1, 1)
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love.graphics.draw(sprite, drawx + tilesize/2, drawy + tilesize/2, math.rad((tileid.rotation or 0) * 90), 1, 1, tilesize/2, tilesize/2)
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else
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love.graphics.setColor(0, 0, 0)
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love.graphics.rectangle('fill', drawx, drawy, tilesize, tilesize)
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end
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end
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end
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end
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-- layer 2
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for x = 0, width do
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for y = 0, height do
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local drawx = x * tilesize
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local drawy = y * tilesize
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local hovered = mouseInsideRectangle(drawx, drawy, tilesize + 1, tilesize + 1)
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if hovered then
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love.graphics.setColor(0.8, 0.7, 0.7)
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love.graphics.rectangle('line', drawx, drawy, tilesize, tilesize)
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end
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end
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end
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for _, o in ipairs(objects) do
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love.graphics.setColor(o.color)
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love.graphics.rectangle('fill', o.x * tilesize - o.size * tilesize / 2, o.y * tilesize - o.size * tilesize / 2, o.size * tilesize, o.size * tilesize)
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love.graphics.setColor(0, 0, 0)
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love.graphics.rectangle('line', o.x * tilesize - o.size * tilesize / 2, o.y * tilesize - o.size * tilesize / 2, o.size * tilesize, o.size * tilesize)
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end
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local hoveredTileId = getCameraTile(love.mouse.getX(), love.mouse.getY())
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if hoveredTileId[1] ~= 0 then
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local tmaxwidth = 256
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local padding = 4
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local offset = 16
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local hoveredTile = tiles[hoveredTileId[1]]
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local text = hoveredTile.displayname .. '\n' .. hoveredTile.desc
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local textObj = love.graphics.newText(love.graphics.getFont(), text)
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textObj:setf(text, tmaxwidth, 'left')
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local twidth, theight = textObj:getDimensions()
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local mx, my = love.mouse.getPosition()
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local tilex = math.floor(love.mouse.getX() / tilesize) * tilesize
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local tiley = math.floor(love.mouse.getY() / tilesize) * tilesize
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love.graphics.setColor(0.9, 0.9, 0.9, 0.7)
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love.graphics.rectangle('fill', mx + offset, my + offset, twidth + padding * 2, theight + padding * 2)
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love.graphics.setColor(0, 0, 0, 0.7)
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love.graphics.draw(textObj, mx + padding + offset, my + padding + offset)
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if hoveredTileId.rotation then
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love.graphics.setColor(1, 1, 1, 0.7)
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local a = -hoveredTileId.rotation * 90
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arrow(tilex, tiley, tilesize, tilesize, a)
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end
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end
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love.graphics.setColor(1, 1, 1)
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love.graphics.print(love.timer.getFPS() .. 'fps\n' .. money .. '$')
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2020-10-04 01:13:34 +00:00
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end
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function love.mousepressed(x, y, button)
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2020-10-04 01:18:24 +00:00
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if button == 1 then
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local tileid = getCameraTile(x, y)
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if tileid[1] ~= 0 then
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local tile = tiles[tileid[1]]
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if tile.type == 'clicker' then
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local a = -tileid.rotation * 90
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local x = math.floor(x/tilesize) + 0.5 - math.sin(math.rad(a)) * 0.7
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local y = math.floor(y/tilesize) + 0.5 - math.cos(math.rad(a)) * 0.7
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for i = 1, tile.obtains.count do
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table.insert(objects, {
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x = x,
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y = y,
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size = 0.3,
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type = tile.obtains.id,
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color = {0.5, 0.4, 0.4},
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})
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end
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end
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end
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end
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2020-10-04 01:13:34 +00:00
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end
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