rush/src/main.lua

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Lua
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import "CoreLibs/object"
import "CoreLibs/graphics"
import "CoreLibs/sprites"
import "CoreLibs/timer"
local gfx <const> = playdate.graphics
local playerSprite = nil
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local atlas = nil
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function gameInit()
local playerImage = gfx.image.new("img/player")
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assert(playerImage)
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playerSprite = gfx.sprite.new(playerImage)
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playerSprite:moveTo(200, 120) -- (200,120) is the center of the Playdate screen
playerSprite:add()
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atlas = gfx.imagetable.new("img/bg_atlas")
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end
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gameInit()
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function playdate.update()
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-- Poll the d-pad and move our player accordingly.
-- (There are multiple ways to read the d-pad; this is the simplest.)
-- Note that it is possible for more than one of these directions
-- to be pressed at once, if the user is pressing diagonally.
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local speed = 5
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if playdate.buttonIsPressed(playdate.kButtonUp) then
playerSprite:moveBy(0, -2)
end
if playdate.buttonIsPressed(playdate.kButtonRight) then
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playerSprite:moveBy(speed, 0)
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end
if playdate.buttonIsPressed(playdate.kButtonDown) then
playerSprite:moveBy(0, 2)
end
if playdate.buttonIsPressed(playdate.kButtonLeft) then
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playerSprite:moveBy(-speed, 0)
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end
-- Call the functions below in playdate.update() to draw sprites and keep
-- timers updated. (We aren't using timers in this example, but in most
-- average-complexity games, you will.)
gfx.sprite.update()
playdate.timer.updateTimers()
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atlas:drawImage(1, 32, 32)
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end