bootstrap lua
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@ -12,11 +12,14 @@
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outputs = { self, nixpkgs, playdate-sdk }:
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let system = "x86_64-linux";
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pkgs = nixpkgs.legacyPackages.${system};
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stdenv = pkgs.stdenv;
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playdate-sdk-pkg = playdate-sdk.packages.${system}.default;
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in {
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devShell.${system} = with pkgs;
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devShell.${system} = with stdenv; with pkgs;
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mkShell {
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nativeBuildInputs = [
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just
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lua-language-server
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playdate-sdk-pkg
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];
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};
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9
justfile
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9
justfile
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@ -0,0 +1,9 @@
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bin := "Rush.pdx"
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alias b := build
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build:
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pdc src {{ bin }}
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alias s := simu
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simu: build
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PlaydateSimulator {{ bin }}
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95
src/main.lua
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95
src/main.lua
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@ -0,0 +1,95 @@
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-- Name this file `main.lua`. Your game can use multiple source files if you wish
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-- (use the `import "myFilename"` command), but the simplest games can be written
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-- with just `main.lua`.
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-- You'll want to import these in just about every project you'll work on.
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import "CoreLibs/object"
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import "CoreLibs/graphics"
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import "CoreLibs/sprites"
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import "CoreLibs/timer"
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-- Declaring this "gfx" shorthand will make your life easier. Instead of having
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-- to preface all graphics calls with "playdate.graphics", just use "gfx."
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-- Performance will be slightly enhanced, too.
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-- NOTE: Because it's local, you'll have to do it in every .lua source file.
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local gfx <const> = playdate.graphics
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-- Here's our player sprite declaration. We'll scope it to this file because
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-- several functions need to access it.
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local playerSprite = nil
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-- A function to set up our game environment.
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function myGameSetUp()
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-- Set up the player sprite.
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local playerImage = gfx.image.new("Images/playerImage")
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assert( playerImage ) -- make sure the image was where we thought
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playerSprite = gfx.sprite.new( playerImage )
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playerSprite:moveTo( 200, 120 ) -- this is where the center of the sprite is placed; (200,120) is the center of the Playdate screen
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playerSprite:add() -- This is critical!
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-- We want an environment displayed behind our sprite.
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-- There are generally two ways to do this:
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-- 1) Use setBackgroundDrawingCallback() to draw a background image. (This is what we're doing below.)
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-- 2) Use a tilemap, assign it to a sprite with sprite:setTilemap(tilemap),
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-- and call :setZIndex() with some low number so the background stays behind
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-- your other sprites.
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local backgroundImage = gfx.image.new( "Images/background" )
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assert( backgroundImage )
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gfx.sprite.setBackgroundDrawingCallback(
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function( x, y, width, height )
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-- x,y,width,height is the updated area in sprite-local coordinates
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-- The clip rect is already set to this area, so we don't need to set it ourselves
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backgroundImage:draw( 0, 0 )
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end
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)
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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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myGameSetUp()
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-- `playdate.update()` is the heart of every Playdate game.
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-- This function is called right before every frame is drawn onscreen.
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-- Use this function to poll input, run game logic, and move sprites.
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function playdate.update()
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-- Poll the d-pad and move our player accordingly.
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-- (There are multiple ways to read the d-pad; this is the simplest.)
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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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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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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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end
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-- Call the functions below in playdate.update() to draw sprites and keep
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-- timers updated. (We aren't using timers in this example, but in most
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-- average-complexity games, you will.)
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gfx.sprite.update()
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playdate.timer.updateTimers()
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end
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