fafata
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assets/assets.zip
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BIN
assets/assets.zip
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@@ -224,6 +224,23 @@ armour_item:new("WITCH_DRESS_BOTTOM", {
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leggings = true,
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})
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armour_item:new("THERMAL_HOOD", {
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helmet = true,
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tick = function(self, player, dt)
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end
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})
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armour_item:new("THERMAL_JACKET", {
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tick = function(self, player, dt)
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end,
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})
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armour_item:new("THERMAL_PANTS", {
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})
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baseitem:new("BART", {
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accessory = true,
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})
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@@ -301,10 +318,6 @@ baseitem:new("SHOE_SPIKES", {
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end,
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})
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--[[
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TODO: a jump debounce like in terraria. to make this shit feel much nicer and fun to use.
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getting kinda tired. think i'll stop for now.
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]]
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baseitem:new("JETPACK", {
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displayname = "JETPACK",
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texture = "jetpack.png",
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@@ -312,21 +325,39 @@ baseitem:new("JETPACK", {
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stack = 1,
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tick = function(self, player, dt)
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if player.jumping then
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player.jetpack_power = player.jetpack_power - dt
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if player.velocity.y > -150 and player.jetpack_power > 0 then
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player.velocity.y = player.velocity.y - (900*dt)
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if player.jetpack_enabled then
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if player.jumping then
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player.jetpack_power = player.jetpack_power - dt
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if player.velocity.y > -150 and player.jetpack_power > 0 then
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player.velocity.y = player.velocity.y - (900*dt)
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end
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end
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elseif player.falling == false then
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player.jetpack_power = 2
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end
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if player.falling == false then
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player.jetpack_enabled = false
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end
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end,
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keyPress = function(self, player, key)
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if key == "space" then
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if player.falling then
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player.jetpack_enabled = true
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player.jetpack_power = 2
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end
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end
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end,
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})
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-- TODO: make onEquip callback run for equipped items when the game starts
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baseitem:new("SPEED_SHOES", {
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onEquip = function(self, player)
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player.walkspeed = player.walkspeed + 50
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player.acceleration = player.acceleration + 1000
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end,
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onUnequip = function(self, player)
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player.walkspeed = player.walkspeed - 50
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player.acceleration = player.acceleration - 1000
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end,
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accessory = true,
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stack = 1,
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})
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@@ -54,7 +54,6 @@ function collision.test(ax, ay, aw, ah, bx, by, bw, bh)
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if sx > 0 then
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sy = 0
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end
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end
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if distanceX < 0 then
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@@ -8,8 +8,6 @@ local arrow = projectile:subclass("Arrow")
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local arrowTexture = love.graphics.newImage("assets/entities/arrow.png")
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function arrow:init()
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projectile.init(self, jutils.vec2.new(0, 0), jutils.vec2.new(0, 0), 0, 0)
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@@ -136,6 +136,7 @@ return function(args)
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desc = "gives the player an item",
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arg = "[itemname] [amount]",
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func = function(args)
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local player = gameworld:getPlayer()
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local amount = args[2]
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@@ -274,7 +274,8 @@ jutils.string = {} do
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jutils.misc.check(divider, "string")
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local o = {}
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while true do
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local pos1, pos2 = str:find(divider)
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local pos1, pos2 = str:find(divider)
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if not pos1 then
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o[#o+1] = str
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break
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@@ -108,6 +108,17 @@ local channels = {
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this is the BIGBOY workhorse of the lighting system...
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fairly self explainatory though
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]]
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local function solve(y, tileat, bgat, current, input)
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local rlight = math.max(tileat, bgat)
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if rlight == -1 then
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rlight = ambientLight
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if y > 250 then rlight = 0 end
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end
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local result = math.max(rlight, input, current)
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return result
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end
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local function recursiveFloodFillRGB(x, y, inputr, inputg, inputb, recursions)
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recursions = recursions or 0
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@@ -118,18 +129,6 @@ local function recursiveFloodFillRGB(x, y, inputr, inputg, inputb, recursions)
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-- out of bounds
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if tileid == -1 then return end
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local function solve(tileat, bgat, current, input)
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local rlight = math.max(tileat, bgat)
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if rlight == -1 then
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rlight = ambientLight
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if y > 250 then rlight = 0 end
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end
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local result = math.max(rlight, input, current)
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return result
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end
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local bgdata = backgrounds:getByID(bgid)
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local tiledata = tiles:getByID(tileid)
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@@ -152,9 +151,9 @@ local function recursiveFloodFillRGB(x, y, inputr, inputg, inputb, recursions)
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local absorb = math.max(tiledata.absorb, bgdata.absorb)
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local red = solve(tlight[1], bglight[1], cr, inputr)
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local green = solve(tlight[2], bglight[2], cg, inputg)
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local blue = solve(tlight[3], bglight[3], cb, inputb)
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local red = solve(y, tlight[1], bglight[1], cr, inputr)
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local green = solve(y, tlight[2], bglight[2], cg, inputg)
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local blue = solve(y, tlight[3], bglight[3], cb, inputb)
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absorb = absorb + minabsorb
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