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path: root/main.lua
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require "src.init"

local lg = love.graphics

function love.load()
  main_init()
  local scn = new_scene()
  event_bind(scn.on_update, "Body", body_sys)
  event_bind(scn.on_update, "Player", player_movement_sys)
  event_bind(scn.on_update, "Sprite", sprite_anim_sys)

  event_bind(scn.on_draw, "Sprite", sprite_draw_sys)
  event_bind(scn.on_draw, "Tilemap", tilemap_draw_sys)

  event_bind(scn.on_update, "Room_Editor", room_editor_ui_sys)
  event_bind(scn.on_ui, "Room_Editor", tile_place_sys)

  set_scene(scn)

  local tilemap = new_tilemap(64, 64)
  scn.tilemap = tilemap
  set_tile(tilemap, 0, 0, 1)

  player = new_player(100, 100)

  ground1 = phys.Box.new(5, 50, 64, 16, {})
  ground2 = phys.Box.new(64 - 16, 50 + 16, 16, 64, {})

  local room_editor = new_entity()
  add_comp(room_editor, "Room_Editor")
end

function love.update(dt)
  local scn = get_current_scene()
  assert(scn, "No scene set.")

  fire_event(scn.on_update, dt)
  flush_scene()
end

function love.draw(dt)
  lg.origin()
  lg.setCanvas({viewport, stencil=true})
  lg.clear()

  local scn = get_current_scene()
  assert(scn, "No scene set.")

  fire_event(scn.on_draw, dt)
  ground1:draw()
  ground2:draw()
  player.box:draw()

  -- TODO: Take care of weird displays
  lg.setCanvas()
  local scr_width, scr_height = lg.getDimensions()
  WindowScale = min(scr_width / SCR_WIDTH, scr_height / SCR_HEIGHT)

  lg.setColor(1, 1, 1)
  lg.draw(
    viewport,
    scr_width / 2, scr_height / 2, 0,
    WindowScale, WindowScale,
    SCR_WIDTH / 2, SCR_HEIGHT / 2)

  im.begin_step()

  fire_event(scn.on_ui)

  im.draw()
  im.end_step()

  lg.print(tostring(love.timer.getFPS()))
  -- lg.print("left "..tostring(player.box:touching_left()), 0, 20)
  -- lg.print("right "..tostring(player.box:touching_right()), 0, 40)
  -- lg.print("horizontal "..tostring(player.box:touching_horizontal()), 0, 60)
  -- lg.print("up "..tostring(player.box:touching_up()), 0, 80)
  -- lg.print("down "..tostring(player.box:touching_down()), 0, 100)
  -- lg.print("vertical "..tostring(player.box:touching_vertical()), 0, 120)
  -- lg.print("any "..tostring(player.box:touching()), 0, 140)

  input_step()
end