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main.lua
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main.lua
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--[[
Super Mario Bros. Demo
Author: Colton Ogden
Original Credit: Nintendo
Demonstrates rendering a screen of tiles.
]]
Class = require 'class'
push = require 'push'
require 'Animation'
require 'Map'
require 'Player'
-- close resolution to NES but 16:9
VIRTUAL_WIDTH = 432
VIRTUAL_HEIGHT = 243
-- actual window resolution
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
-- seed RNG
math.randomseed(os.time())
-- makes upscaling look pixel-y instead of blurry
love.graphics.setDefaultFilter('nearest', 'nearest')
-- an object to contain our map data
map = Map()
-- performs initialization of all objects and data needed by program
function love.load()
-- sets up a different, better-looking retro font as our default
love.graphics.setFont(love.graphics.newFont('fonts/font.ttf', 8))
-- sets up virtual screen resolution for an authentic retro feel
push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, {
fullscreen = false,
resizable = true
})
love.window.setTitle('Super Mario 50')
love.keyboard.keysPressed = {}
love.keyboard.keysReleased = {}
end
-- called whenever window is resized
function love.resize(w, h)
push:resize(w, h)
end
-- global key pressed function
function love.keyboard.wasPressed(key)
if (love.keyboard.keysPressed[key]) then
return true
else
return false
end
end
-- global key released function
function love.keyboard.wasReleased(key)
if (love.keyboard.keysReleased[key]) then
return true
else
return false
end
end
-- called whenever a key is pressed
function love.keypressed(key)
if key == 'escape' then
love.event.quit()
elseif key == "r" then
map.music:stop()
map:init()
end
love.keyboard.keysPressed[key] = true
end
-- called whenever a key is released
function love.keyreleased(key)
love.keyboard.keysReleased[key] = true
end
-- called every frame, with dt passed in as delta in time since last frame
function love.update(dt)
map:update(dt)
-- reset all keys pressed and released this frame
love.keyboard.keysPressed = {}
love.keyboard.keysReleased = {}
end
-- called each frame, used to render to the screen
function love.draw()
-- begin virtual resolution drawing
push:apply('start')
-- clear screen using Mario background blue
love.graphics.clear(108/255, 140/255, 255/255, 255/255)
-- renders our map object onto the screen
love.graphics.translate(math.floor(-map.camX + 0.5), math.floor(-map.camY + 0.5))
map:render()
-- end virtual resolution
push:apply('end')
end