-- vim: expandtab tabstop=4 shiftwidth=4 softtabstop=4 autoindent: -- kate: space-indent on; indent-width 4; mixedindent off; -- Callback functions -- see http://www.love2d.org/wiki/Tutorial:Callback_Functions -- -- for key constants, see http://www.love2d.org/wiki/KeyConstant -- -- love.load() - at the game's start, used to initialise ressources -- love.update(dt) - the game loop function, where "dt" stands -- for the fraction of seconds since the function was called last -- love.draw() - graphics output loop -- love.mousepressed(x, y, button) - mouse down event callback function, -- where x, y the mouse's position, and button the number of the -- button pressed. -- love.mousereleased(x, y, button) - mouse button release event callback function, -- see mousepressed -- love.keypressed(key) - key press event callback function, where key is either -- a character, or any of the constants like "up", "down", "left", "right" -- love.keyreleased(key) - key release event callback function - see keypressed -- love.focus(f) - windows focus received/lost event callback function, where f -- is a boolean (true = focus gained, false = focus lost) -- love.quit - windows close event callback function require("init") require("players") function love.load() init.load() players.load() end function love.keypressed(key) if key == p1.keyleft then p1.direction = players.turnLeft(p1.direction) end -- what happens if p1 presses right? if key == p1.keyright then p1.direction = players.turnRight(p1.direction) end -- what happens if p2 presses left? if key == p2.keyleft then p2.direction = players.turnLeft(p2.direction) end -- what happens if p2 presses right? if key == p2.keyright then p2.direction = players.turnRight(p2.direction) end end function love.update(dt) update_players(dt) if love.keyboard.isDown(game_keyquit) then love.event.quit() end end function love.draw() -- Call our player drawing function draw_players() -- Some text over the Canvas love.graphics.setCanvas(canvas) love.graphics.setColor(text_color) font = love.graphics.newFont('SourceCodePro-Regular.ttf', 28) font:setFilter('linear') -- Set font before drawing text .. and something is wrong here... love.graphics.setFont(font); love.graphics.print ('p1:' .. p1.state .. ' p2:' .. p2.state , 25, 25, 0, 1, 1) -- Back to the screen love.graphics.setCanvas() love.graphics.setBackgroundColor(bg_color) -- Border love.graphics.setColor(border_color) love.graphics.rectangle("line", 0, 0, maxWidth - 1, maxHeight - 1) -- Draw the Player Canvas love.graphics.setColor(255, 255, 255, 255) love.graphics.draw(canvas) end