/traderous

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  • Committer: Josh C
  • Date: 2013-05-18 00:09:56 UTC
  • Revision ID: josh@9ix.org-20130518000956-s9717aensfsq1b3c
fix double-removing sprites (and subsequent zombie mirror bullets).  
also lots of debug stuff.

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require 'bullet'
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require 'rock'
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require 'boom'
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require 'planet'
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require 'trade_view'
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require 'shield'
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util = {
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   signOf = function(value)
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}
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GameView = View:extend {
 
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   lastRock = 0,
 
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   rockInterval = 1,
 
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   gameStart = 0,
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   onNew = function (self)
 
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              -- for x = 1,30 do
 
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              --    for y = 1,30 do
 
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              --       self:add(Fill:new{x=x*400, y=y*400,
 
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              --                         width = 32, height = 32,
 
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              --                         fill = {0,0,255}
 
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              --                      })
 
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              --    end
 
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              -- end
 
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              the.storage = Storage:new{filename = 'scores.lua'}
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              the.storage:load()
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              --if not the.storage.data.highScore then
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              --   print('initializing storage')
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              --   the.storage.data = {highScore = 0}
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              --end
 
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              if not the.storage.data.highScore then
 
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                 print('initializing storage')
 
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                 the.storage.data = {highScore = 0}
 
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              end
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              the.rockColliders = Group:new()
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              the.bullets = Group:new()
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              the.interface = Group:new()
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              the.planets = Group:new()
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              the.indicators = Group:new()
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              the.enemies = Group:new()
 
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              the.mirrors = Group:new()
 
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              the.rocks = Group:new()
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              the.bg = Tile:new{
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                 image = 'data/stars3.png',
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                 width = 13660,
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                 height = 7680
 
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                 -- 1366x768 * 3
 
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                 width = 4098,
 
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                 height = 2304
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              }
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              self:add(the.bg)
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              self:add(the.planets)
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              --the.player = CrystalPlayer:new{x=400,y=300}
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              the.player = SpacePlayer:new{x=the.bg.width / 2, y=the.bg.height / 2}
 
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              the.player = SpacePlayer:new{x=1366,y=768}
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              self:add(the.player)
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              self:add(the.player.thrust)
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              self:add(the.player.shield)
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106
 
              self:add(the.enemies)
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108
 
              for _ = 1, 5 do
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                 local e = Enemy:new{x = math.random(the.bg.width),
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                                     y = math.random(the.bg.height)}
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                 --local e = Enemy:new{x=the.bg.width / 2, y=the.bg.height / 2}
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                 the.enemies:add(e)
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                 self:add(e.thrust) -- why doesn't this work in Enemy.new?
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                 self:add(e.shield)
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              end
 
110
 
 
111
              --self:add(Enemy:new{x=400, y=300})
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              self:add(the.bullets)
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              self:add(the.indicators)
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              self:add(the.interface)
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              for _ = 1, math.random(6) do
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                 local planet = Planet:new{
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                    x = math.random(the.app.width / 2,
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                                    the.bg.width - the.app.width / 2),
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                    y = math.random(the.app.height / 2,
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                                    the.bg.height - the.app.height / 2),
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                    rotation = math.random() * math.pi
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                 }
129
 
                 the.planets:add(planet)
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              end
 
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              self:add(the.rockColliders)
 
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              self:add(the.mirrors)
 
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              self:add(the.rocks)
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              the.cursor = Cursor:new()
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              self:add(the.cursor)
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135
 
              the.over = Text:new{
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                 y = the.app.height / 2,
 
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              the.score = Text:new{
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                 width = the.app.width,
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                 align = 'center',
 
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                 font = 25}
 
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              self:add(the.score)
 
126
 
 
127
              local hs = the.storage.data.highScore
 
128
              local m = hs / 60
 
129
              local s = hs % 60
 
130
 
 
131
              the.highScore = Text:new{
 
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                 width = the.app.width,
 
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                 align = 'right',
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                 font = 25,
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                 text = "Game Over",
141
 
                 visible = false
142
 
              }
143
 
              the.interface:add(the.over)
144
 
 
145
 
 
146
 
              the.instructions = Text:new{
147
 
                 y = the.app.height / 2 + 32,
148
 
                 width = the.app.width,
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                 align = 'center',
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                 font = 12,
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                 text = "Press Enter to start a new game\nPress Q to quit",
152
 
                 visible = false
153
 
              }
154
 
              the.interface:add(the.instructions)
 
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                 text = string.format('High Score: %d:%02d', m, s)
 
136
              }
 
137
              self:add(the.highScore)
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              love.mouse.setGrab(true)
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              love.mouse.setVisible(false)
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              love.mouse.setPosition(the.app.width / 2, the.app.height / 2)
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143
              --self:loadLayers('data/map.lua')
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              self.focus = the.player
 
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              --self:clampTo(self.map)
 
146
 
 
147
              self.gameStart = love.timer.getTime()
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           end,
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   onUpdate = function(self, dt)
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                 the.bullets:collide(the.planets)
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                 the.bullets:collide(the.player)
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                 the.bullets:collide(the.enemies)
 
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                 if love.timer.getTime() > self.lastRock + self.rockInterval then
 
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                    local unseenRock = nil
 
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                    while not unseenRock do
 
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                       local rock = Rock:new{
 
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                          x = math.random(the.app.width / 2,
 
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                                          the.bg.width - the.app.width / 2),
 
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                          y = math.random(the.app.height / 2,
 
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                                          the.bg.height - the.app.height / 2),
 
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                          velocity = {
 
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                             x = math.random(-300, 300),
 
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                             y = math.random(-300, 300),
 
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                             rotation = math.random(-7, 7)
 
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                          },
 
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                          scale = math.random() + 0.5
 
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                       }
 
165
 
 
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                       local rockToPlayer = util.shortestVector(rock, the.player)
 
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                       if math.abs(rockToPlayer.x) > the.app.width / 2 + rock.width * rock.scale and
 
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                           math.abs(rockToPlayer.y) > the.app.height / 2 + rock.height * rock.scale then
 
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                         unseenRock = rock
 
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                        end
 
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                    end
 
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                    the.rocks:add(unseenRock)
 
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175
                    self.lastRock = love.timer.getTime()
 
176
                 end
 
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178
                 the.bullets:collide(the.rockColliders)
 
179
 
 
180
                 -- for _, mirror in ipairs(the.mirrors.sprites) do
 
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                 --    if not mirror.of then
 
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                 --       print('mirror:' .. inspect(mirror))
 
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                 --       error('mirror OF NOTHING')
 
184
                 --    end
 
185
                 -- end
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              end,
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   onEndFrame = function(self)
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                   the.interface.translate.x = the.player.x - the.app.width / 2 + the.player.width / 2
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                   the.interface.translate.y = the.player.y - the.app.height / 2 + the.player.height / 2
 
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                   if the.player.active then
 
189
                      local t = love.timer.getTime() - self.gameStart
 
190
                      local m = t / 60
 
191
                      local s = t % 60
 
192
 
 
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                      the.score.text = string.format('Score: %d:%02d', m, s)
 
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                      the.score.y = the.player.y - the.app.height / 2 + the.player.height
 
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                      the.score.x = the.player.x - the.app.width / 2
 
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                   end
 
197
 
 
198
                   the.highScore.y = the.player.y - the.app.height / 2 + the.player.height
 
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                   the.highScore.x = the.player.x - the.app.width / 2
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                end,
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   draw = function (self, x, y)
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             View.draw(self, x, y)
173
 
             --love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
174
 
          end,
 
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             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
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          end
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}
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MenuScreen = View:extend {
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              math.randomseed(os.time())
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              self.view = GameView:new()
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
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                 self.console:watch('updateTook', 'the.updateTook')
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                 self.console:watch('the.app.width', 'the.app.width')
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                 self.console:watch('the.app.height', 'the.app.height')
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                 self.console:watch('num mirrors', '#the.mirrors.sprites')
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                 self.console:watch('num rocks', '#the.rocks.sprites')
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                 self.console:watch('num planets', '#the.planets.sprites')
209
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                 --self.console:watch('drawTook', 'the.drawTook')
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211
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                 -- back off that dark overlay a bit
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              end
214
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           end,
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   onUpdate = function (self, dt)
216
 
                 if not (DEBUG and the.console.visible) then
217
 
                    if the.keys:justPressed('q') then
218
 
                       self.quit()
219
 
                    elseif the.keys:justPressed('return') then
220
 
                       if the.keys:pressed('alt') then
221
 
                          love.graphics.toggleFullscreen()
222
 
                       else
223
 
                          self.view = GameView:new()
224
 
                       end
225
 
                    elseif the.keys:justPressed('f1') then
226
 
                       local ss = love.graphics.newScreenshot()
227
 
                       ss:encode('screenshot-' ..love.timer.getTime()..'.png')
228
 
                    elseif the.keys:justPressed('f11') then
229
 
                       love.graphics.toggleFullscreen()
230
 
                    end
 
243
                 if the.keys:justPressed('escape') then
 
244
                    self.quit()
231
245
                 end
232
246
              end,
233
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   update = function (self, dt)
238
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               end
239
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            end
240
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}
241
 
 
242
 
realRun = love.run
243
 
function love.run()
244
 
   -- should fail silently if it can't go to fullscreen...
245
 
   love.graphics.toggleFullscreen()
246
 
 
247
 
   realRun()
248
 
end
 
 
b'\\ No newline at end of file'