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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)
  set_scene(scn)

  new_player(100, 100)

  box1 = phys.Box.new(20, 20, 16, 16, {
    layers = {},
    mask = {"hard"},
  })

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

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

  fire_event(scn.on_update, dt)
  box1:update(0, 5, dt)
  flush_scene()
end

function love.draw(dt)
  lg.origin()
  lg.setCanvas(viewport)
  lg.clear()

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

  fire_event(scn.on_draw, dt)

  box1:draw()
  ground1:draw()
  ground2: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.draw(
    viewport,
    scr_width/2, scr_height/2, 0,
    WindowScale, WindowScale,
    SCR_WIDTH/2, SCR_HEIGHT/2)

  lg.print(tostring(love.timer.getFPS()))
  input_step()
end