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6ecbf07dbf
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6ecbf07dbf | ||
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61d28a326f |
7 changed files with 74 additions and 38 deletions
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@ -11,6 +11,7 @@ FISH_EASE = ease.inOutSine -- ease used for fish movement
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FISH_ANGLE = 30 -- bigger angle allows for fish to swim further down/up at once
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FISH_FOLLOW_RANDOM = 10
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FISH_FOOD_CHECK_FREQ = 10 -- how often to check for food
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FISH_FOOD_COOLDOWN = 10
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FISH_FOOD_HUNGRY = -5
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FISH_FOOD_DEAD = -15
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@ -22,7 +23,7 @@ FISH_SIZE = 6 -- how many large guppies can you fit on the screen
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FOOTER_HEIGHT = 68
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FOOD_HITBOX = 0.05
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FOOD_HITBOX = 0.08
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DEBUG_FISH_PATH_SUBDIVISIONS = 50
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DEBUG_FISH_PREDICT_AMOUNT = 0.5
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@ -8,6 +8,7 @@ function self.fish(x, y)
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y = y,
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size = 0, -- 0 for small, 1 for medium, 2 for big, 3 for king
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eattimer = 0 + math.random() * 2, -- starts out hungry, with a 2s delay
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dead = false,
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lifetime = 0,
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@ -26,6 +27,7 @@ function self.fish(x, y)
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yspeed = 0,
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eattimer = 1,
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hungry = 0,
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deathanim = 0,
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}
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}
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@ -50,8 +52,7 @@ function self.food(x, y, type)
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speed = 0.2,
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time = math.random(),
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deathtimer = 0,
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type = 1,
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goal = 0 -- assigns 0 as the fish so that hopefully the update loop replaces it with a valid, random one
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type = 1
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}
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return food
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104
main.lua
104
main.lua
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@ -52,7 +52,7 @@ function love.load()
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sheets.food1 = newAnimation(sprites['food/1'], sprites['food/1']:getWidth()/10, sprites['food/1']:getHeight())
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for i = 1, 10 do
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for i = 1, 3 do
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table.insert(feesh, constr.fish(math.random(), math.random()))
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end
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end
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@ -65,7 +65,6 @@ function love.update(dt)
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bench.startBenchmark('update')
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bench.startBenchmark('update_food')
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local fishgoals = {}
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for i,f in ipairs(food) do
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f.y = f.y + dt * f.speed
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f.time = f.time + dt
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@ -75,18 +74,8 @@ function love.update(dt)
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f.deathtimer = f.deathtimer + dt
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end
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if f.goal == 0 or not f.goal then
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for i,n in ipairs(feesh) do
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if not fishgoals[i] and n.eattimer <= 0 then
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f.goal = i
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end
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end
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end
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if f.deathtimer > 1 then
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table.remove(food, i)
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else
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fishgoals[f.goal] = i
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end
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end
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bench.stopBenchmark('update_food')
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@ -120,26 +109,41 @@ function love.update(dt)
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local angle = math.random(-FISH_ANGLE, FISH_ANGLE)
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local str = math.random(70, 200)/200/4
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if n.eattimer < -15 then
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str = str * 1.3
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end
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if --[[love.mouse.isDown(1) or]] fishgoals[fi] then
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local mx, my = love.mouse.getPosition()
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mx = mx / love.graphics.getWidth()
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my = my / love.graphics.getHeight()
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if n.eattimer <= 0 and not n.dead then -- needs to follow something
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local mx, my
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if n.eattimer <= 0 then
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if n.shortestfood and food[n.shortestfood] then
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local f = food[n.shortestfood]
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mx, my = f.x, f.y
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elseif frame % FISH_FOOD_CHECK_FREQ == 0 then
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local minfood = 0
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local mindist = 9e9
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for i,f in ipairs(food) do
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local dist = math.sqrt(math.pow(math.abs(f.x - n.render.x), 2) + math.pow(math.abs(f.y - n.render.y), 2))
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if dist < mindist then
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mindist = dist
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minfood = i
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end
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end
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if minfood ~= 0 then
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n.shortestfood = minfood
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end
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end
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if fishgoals[fi] and food[fishgoals[fi]] then
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mx = food[fishgoals[fi]].x
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my = food[fishgoals[fi]].y
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end
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angle = math.deg(math.atan2(my - n.y, mx - n.x)) + math.random(-FISH_FOLLOW_RANDOM, FISH_FOLLOW_RANDOM)
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if mx and my then
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angle = math.deg(math.atan2(my - n.y, mx - n.x)) + math.random(-FISH_FOLLOW_RANDOM, FISH_FOLLOW_RANDOM)
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str = math.random(70, 200)/200/8
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end
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end
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local x = math.cos(math.rad(angle)) * str
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local y = math.sin(math.rad(angle)) * str
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if not (--[[love.mouse.isDown(1) or ]]fishgoals[fi]) then
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if not ((n.shortestfood and food[n.shortestfood]) or n.dead) then
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x = x * math.sign(n.render.x - n.render.prevx)
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end
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@ -155,6 +159,12 @@ function love.update(dt)
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end
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e.speed = 1 / (math.sqrt(math.pow(math.abs(e.x - e.fromx), 2) + math.pow(math.abs(e.y - e.fromy), 2))/2) / 15
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if n.eattimer < FISH_FOOD_HUNGRY or (n.shortestfood and food[n.shortestfood]) then
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e.speed = e.speed * 1.3
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end
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if n.dead then
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e.speed = e.speed * 0.2
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end
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end
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end
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bench.stopBenchmark('update_fish_eases')
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@ -180,16 +190,19 @@ function love.update(dt)
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n.render.x = clamp(n.render.x, 0.05, 0.95)
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n.render.y = clamp(n.render.y, 0.1, 0.85)
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bench.stopBenchmark('update_fish_position')
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if fishgoals[fi] and frame % FISH_COLISSION_CHECK_FREQ == 0 then
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local f = food[fishgoals[fi]]
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bench.startBenchmark('update_fish_colission')
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if n.shortestfood and food[n.shortestfood] and frame % FISH_COLISSION_CHECK_FREQ == 0 then
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local f = food[n.shortestfood]
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if f then
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local dist = math.abs(n.render.x - f.x) + math.abs(n.render.y - f.y)
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if dist < FOOD_HITBOX then
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table.remove(food, fishgoals[fi])
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table.remove(food, n.shortestfood)
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n.eattimer = FISH_FOOD_COOLDOWN
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n.render.eattimer = 0
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n.shortestfood = -1
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if n.lifetime > FISH_AGE_MEDIUM then
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n.size = 1
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@ -200,7 +213,7 @@ function love.update(dt)
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end
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end
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end
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bench.stopBenchmark('update_fish_position')
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bench.stopBenchmark('update_fish_colission')
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bench.startBenchmark('update_fish_render')
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if frame % FISH_RENDER_FREQ == 0 then
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@ -249,12 +262,27 @@ function love.update(dt)
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n.render.swim = 0
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end
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n.render.turndir = math.sign(n.render.x - n.render.prevx)
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if not n.dead then
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n.render.turndir = math.sign(n.render.x - n.render.prevx)
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end
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local m = n.eattimer < FISH_FOOD_HUNGRY and 1 or -1
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n.render.hungry = clamp(n.render.hungry + dt * m * 3, 0, 1)
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bench.stopBenchmark('update_fish_render')
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if n.eattimer <= FISH_FOOD_DEAD then
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n.dead = true
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local timeSinceDead = math.abs(n.eattimer - FISH_FOOD_DEAD)
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n.render.y = n.render.y + timeSinceDead/5 * math.min(timeSinceDead, 1)
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n.render.y = clamp(n.render.y, 0, 0.85)
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if n.render.y == 0.85 then
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n.render.deathanim = n.render.deathanim + dt
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if n.render.deathanim > 1 then
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table.remove(feesh, fi)
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end
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end
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end
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end
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bench.stopBenchmark('update_fish')
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bench.stopBenchmark('update')
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@ -301,7 +329,7 @@ function love.draw()
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-- shadow
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bench.startBenchmark('render_shadow')
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for i, n in ipairs(feesh) do
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love.graphics.setColor(1, 1, 1, n.render.y + 0.2)
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love.graphics.setColor(1, 1, 1, n.render.y + 0.2 - n.render.deathanim)
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love.graphics.draw(sprites['shadow'], n.render.x * sw - (sprites['shadow']:getWidth() * spritescale)/2, sh - sh * 0.18 - (sprites['shadow']:getHeight() * spritescale)/2 + n.render.y * sh * 0.08, 0, spritescale, spritescale)
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end
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bench.stopBenchmark('render_shadow')
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@ -322,14 +350,14 @@ function love.draw()
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if n.render.turndir == -1 then turn = 1 - turn; sizex = -1 end
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local turnframe = math.floor(turn * (#sample.quads - 1)) + 1
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if #sample.quads == 10 then
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if #sample.quads == turnframe then
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sizex = -1 * sizex
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turnframe = 1
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end
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local frame = math.floor(n.render.swim * (#sample.quads - 1)) + 1
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if turnframe ~= 1 and turnframe ~= 10 then
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if turnframe ~= 1 and turnframe ~= #sample.quads then
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anim = 'turn'
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frame = turnframe
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end
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@ -339,6 +367,12 @@ function love.draw()
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frame = math.floor(n.render.eattimer * (#sample.quads - 1)) + 1
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end
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if n.dead then
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anim = 'die'
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local a = math.min(math.abs(n.eattimer - FISH_FOOD_DEAD) * 1.4, 1) - n.render.deathanim * 0.4
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frame = math.floor(a * (#sample.quads - 1)) + 1
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end
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local angle = n.render.angle
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if angle > math.pi/2 then
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angle = angle - math.pi
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@ -364,9 +398,9 @@ function love.draw()
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local sadsheet = fishsprite(size, true, anim)
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local alpha = n.render.hungry == 1 and 0 or 1
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love.graphics.setColor(1, 1, 1, alpha)
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love.graphics.setColor(1, 1, 1, alpha - n.render.deathanim)
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love.graphics.draw(sheet.spriteSheet, sheet.quads[math.max(math.min(frame, #sample.quads), 1)], x, y, angle, sizex * spritescale, spritescale, sample.width/2, sample.height/2)
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love.graphics.setColor(1, 1, 1, n.render.hungry)
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love.graphics.setColor(1, 1, 1, n.render.hungry - n.render.deathanim)
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love.graphics.draw(sadsheet.spriteSheet, sheet.quads[math.max(math.min(frame, #sample.quads), 1)], x, y, angle, sizex * spritescale, spritescale, sample.width/2, sample.height/2)
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love.graphics.setColor(1, 1, 1)
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