add aseprite into the mix
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					 4 changed files with 6 additions and 11 deletions
				
			
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			@ -23,9 +23,8 @@
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          nativeBuildInputs = [
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            just
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            lua-language-server
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            nushell
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            pixelorama
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            playdate-sdk-pkg
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            tup
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          ];
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        };
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  };
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			@ -8,6 +8,5 @@ alias s := simu
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simu: build
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    PlaydateSimulator {{ bin }}
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alias pxl := pixelorama
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pixelorama:
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    pixelorama
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cook-assets:
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    @(which aseprite > /dev/null) || (echo "Missing aseprite program"; exit 1)
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											BIN
										
									
								
								src/img/level_01.aseprite
									
										
									
									
									
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											BIN
										
									
								
								src/img/level_01.aseprite
									
										
									
									
									
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			@ -19,10 +19,6 @@ function gameInit()
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  atlas = gfx.imagetable.new("img/bg_atlas")
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end
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-- Now we'll call the function above to configure our game.
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-- After this runs (it just runs once), nearly everything will be
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-- controlled by the OS calling `playdate.update()` 30 times a second.
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gameInit()
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function playdate.update()
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			@ -31,17 +27,18 @@ function playdate.update()
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  -- Note that it is possible for more than one of these directions
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  -- 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
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    playerSprite:moveBy(0, -2)
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  end
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  if playdate.buttonIsPressed(playdate.kButtonRight) then
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    playerSprite:moveBy(2, 0)
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    playerSprite:moveBy(speed, 0)
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  end
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  if playdate.buttonIsPressed(playdate.kButtonDown) then
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    playerSprite:moveBy(0, 2)
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  end
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  if playdate.buttonIsPressed(playdate.kButtonLeft) then
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    playerSprite:moveBy(-2, 0)
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    playerSprite:moveBy(-speed, 0)
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  end
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  -- Call the functions below in playdate.update() to draw sprites and keep
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