add tilemap
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src/img/tilemap-table-16-16.png
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src/img/tilemap-table-16-16.png
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src/img/tilemap.pxo
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src/img/tilemap.pxo
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src/main.lua
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src/main.lua
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@ -1,37 +1,19 @@
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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("img/player.png")
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assert(playerImage) -- make sure the image was where we thought
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assert(playerImage)
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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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playerSprite:moveTo(200, 120) -- (200,120) is the center of the Playdate screen
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playerSprite:add()
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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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@ -50,6 +32,11 @@ function myGameSetUp()
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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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-- Now we'll call the function above to configure our game.
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