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							- -- 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
 
 
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