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path: root/src/gnu_and_bola_-_the_libre_beat_em_up_game/main.lua
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function love.load()
  fps = 30
  upTime = love.timer.getTime()
  nextTime = upTime
  windowProfile = {
    mode = {
      width  = 256,
      height = 240,
    },
    scale = {
      x = 2,
      y = 2,
    },
    title = "GNU & Bola - The libre beat'em up game",
  }

  love.graphics.setBackgroundColor(0, 232, 216)
  love.graphics.setDefaultFilter('nearest', 'nearest')
  love.window.setMode(windowProfile.mode.width * windowProfile.scale.x, windowProfile.mode.height * windowProfile.scale.y)
  love.window.setTitle(windowProfile.title)

  button  = require 'scripts.player.1.button'
  sprites = {
    bola = require 'scripts.bola.sprites'
  }

  character = {
    bola = require 'scripts.bola.bola'
  }
end

function love.keypressed(key)
  if key == button.quit then
    love.event.quit()
  end
end

function love.update(dt)
  nextTime = nextTime + (1 / fps)

  character.bola.stand.start = character.bola.stand.start + (dt * character.bola.stand.fps)
  character.bola.walk.start  = character.bola.walk.start  + (dt * character.bola.walk.fps)

  frames = {
    bola = {
      stand = # character.bola.stand,
      walk  = # character.bola.walk,
    }
  }

  game = {
    animation = function(start, frames)
      if math.floor(start) > frames then
        start = 1
      end
      return start
    end
  }

  character.bola.stand.start = game.animation(character.bola.stand.start, frames.bola.stand)
  character.bola.walk.start  = game.animation(character.bola.walk.start, frames.bola.walk)

  transform = {
    bola = {
      origin = {
        y = character.bola.origin.y
      }
    }
  }

  if love.keyboard.isDown(button.left) then
    character.bola.acceleration = character.bola.acceleration + dt
    if character.bola.position.x >= character.bola.origin.x then
      if character.bola.acceleration < 3 then
        character.bola.position.x = character.bola.position.x - (character.bola.speed * dt) - character.bola.acceleration
      else
        character.bola.position.x = character.bola.position.x - (character.bola.speed * dt) - 3
      end
    end
    quad = character.bola.walk[math.floor(character.bola.walk.start)]
    character.bola.scale.x = -1
  elseif love.keyboard.isDown(button.right) then
    character.bola.acceleration = character.bola.acceleration + dt
    if character.bola.position.x <= windowProfile.mode.width - character.bola.origin.x then
      if character.bola.acceleration < 3 then
        character.bola.position.x = character.bola.position.x + (character.bola.speed * dt) + character.bola.acceleration
      else
        character.bola.position.x = character.bola.position.x + (character.bola.speed * dt) + 3
      end
    end
    quad = character.bola.walk[math.floor(character.bola.walk.start)]
    character.bola.scale.x = 1
  elseif love.keyboard.isDown(button.down) then
    character.bola.acceleration = 0
    transform.bola.origin.y = character.bola.origin.y - character.bola.origin.y
    quad = character.bola.crouch[1]
  else
    character.bola.acceleration = 0
    quad = character.bola.stand[math.floor(character.bola.stand.start)]
  end
end

function love.draw()
  local currentTime = love.timer.getTime()
  if nextTime <= currentTime then
    nextTime = currentTime
    return
  end
  love.timer.sleep(nextTime - currentTime)

  love.graphics.scale(windowProfile.scale.x, windowProfile.scale.y)

  love.graphics.print('FPS: ' .. love.timer.getFPS(), 0, 0)
  love.graphics.draw(
    sprites.bola.image,
    quad,
    character.bola.position.x,
    character.bola.position.y,
    character.bola.orientation,
    character.bola.scale.x,
    character.bola.scale.y,
    character.bola.origin.x,
    transform.bola.origin.y
  )
end