display atlas
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					 8 changed files with 7 additions and 30 deletions
				
			
		
							
								
								
									
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					@ -2,7 +2,7 @@ bin := "Rush.pdx"
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alias b := build
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					alias b := build
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build:
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					build:
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    pdc src {{ bin }}
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					    pdc --quiet --skip-unknown src {{ bin }}
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alias s := simu
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					alias s := simu
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simu: build
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					simu: build
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								src/img/bg_atlas-table-32-32.png
									
										
									
									
									
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								src/img/bg_atlas-table-32-32.png
									
										
									
									
									
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								src/img/bg_atlas.pxo
									
										
									
									
									
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								src/img/bg_atlas.pxo
									
										
									
									
									
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								src/img/player.pxo
									
										
									
									
									
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								src/img/player.pxo
									
										
									
									
									
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								src/main.lua
									
										
									
									
									
								
							
							
						
						
									
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								src/main.lua
									
										
									
									
									
								
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					@ -6,48 +6,24 @@ import "CoreLibs/timer"
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local gfx <const> = playdate.graphics
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					local gfx <const> = playdate.graphics
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local playerSprite = nil
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					local playerSprite = nil
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					local atlas = nil
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function myGameSetUp()
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					function gameInit()
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  local playerImage = gfx.image.new("img/player.png")
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					  local playerImage = gfx.image.new("img/player")
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  assert(playerImage)
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					  assert(playerImage)
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  playerSprite = gfx.sprite.new(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
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					  playerSprite:moveTo(200, 120) -- (200,120) is the center of the Playdate screen
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  playerSprite:add()
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					  playerSprite:add()
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  -- We want an environment displayed behind our sprite.
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					  atlas = gfx.imagetable.new("img/bg_atlas")
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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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  local table = gfx.imagetable.new("img/tilemap-table-16-16.png")
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  local map = gfx.tilemap.new()
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  map:setImageTable(table)
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  map:draw(0, 0)
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end
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					end
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-- Now we'll call the function above to configure our game.
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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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					-- 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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					-- controlled by the OS calling `playdate.update()` 30 times a second.
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myGameSetUp()
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					gameInit()
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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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					function playdate.update()
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  -- Poll the d-pad and move our player accordingly.
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					  -- Poll the d-pad and move our player accordingly.
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					@ -74,4 +50,5 @@ function playdate.update()
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  gfx.sprite.update()
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					  gfx.sprite.update()
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  playdate.timer.updateTimers()
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					  playdate.timer.updateTimers()
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					  atlas:drawImage(1, 32, 32)
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end
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					end
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