turn-order #17
@ -1,17 +1,23 @@
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--- @class StatsBehavior : Behavior
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--- @class StatsBehavior : Behavior
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--- @field hp integer
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--- @field hp integer
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--- @field mana integer
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--- @field mana integer
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--- @field initiative integer
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--- @field isInTurnOrder boolean
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local behavior = {}
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local behavior = {}
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behavior.__index = behavior
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behavior.__index = behavior
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behavior.id = "stats"
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behavior.id = "stats"
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--- @param hp? integer
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--- @param hp? integer
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--- @param mana? integer
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--- @param mana? integer
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function behavior.new(hp, mana)
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--- @param initiative? integer
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return setmetatable({
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--- @param isInTurnOrder? boolean
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function behavior.new(hp, mana, initiative, isInTurnOrder)
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return setmetatable({
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hp = hp or 20,
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hp = hp or 20,
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mana = mana or 10
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mana = mana or 10,
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}, behavior)
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initiative = initiative or 10,
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isInTurnOrder = isInTurnOrder or true
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}, behavior)
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end
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end
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return behavior
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return behavior
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@ -16,8 +16,8 @@ character.__index = character
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--- @param spriteDir table
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--- @param spriteDir table
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--- @param position? Vec3
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--- @param position? Vec3
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--- @param size? Vec3
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--- @param size? Vec3
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--- @param level? integer
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--- @param initiative? integer
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local function spawn(name, spriteDir, position, size, level)
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local function spawn(name, spriteDir, position, size, initiative)
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local char = {}
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local char = {}
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char = setmetatable(char, character)
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char = setmetatable(char, character)
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@ -28,7 +28,7 @@ local function spawn(name, spriteDir, position, size, level)
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char:addBehavior {
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char:addBehavior {
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Tree.behaviors.residentsleeper.new(),
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Tree.behaviors.residentsleeper.new(),
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Tree.behaviors.stats.new(),
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Tree.behaviors.stats.new(nil, nil, initiative),
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Tree.behaviors.map.new(position, size),
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Tree.behaviors.map.new(position, size),
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Tree.behaviors.sprite.new(spriteDir),
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Tree.behaviors.sprite.new(spriteDir),
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Tree.behaviors.spellcaster.new()
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Tree.behaviors.spellcaster.new()
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@ -25,15 +25,18 @@ function selector:update(dt)
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local selectedId = Tree.level.characterGrid:get(Vec3 { mousePosition.x, mousePosition.y })
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local selectedId = Tree.level.characterGrid:get(Vec3 { mousePosition.x, mousePosition.y })
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if not self.id then
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if not self.id then
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print(selectedId, Tree.level.turnOrder.order[1])
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if selectedId ~= Tree.level.turnOrder.notWalked[1] and Tree.level.turnOrder.isTurnsEnabled then return end
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if selectedId ~= Tree.level.turnOrder.order[1] and Tree.level.turnOrder.isTurnsEnabled then return end
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return self:select(selectedId)
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return self:select(selectedId)
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else
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else
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local char = Tree.level.characters[self.id]
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local char = Tree.level.characters[self.id]
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char:try(Tree.behaviors.spellcaster, function(b)
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char:try(Tree.behaviors.spellcaster, function(b)
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if not b.cast then
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if not b.cast then
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if selectedId ~= Tree.level.turnOrder.order[1] and Tree.level.turnOrder.isTurnsEnabled then return end
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-- тут какая-то страшная дичь, я даже не уверен что оно работает
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-- зато я точно уверен, что это надо было писать не так
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if not selectedId then self:select(selectedId) end
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-- print(selectedId ~= next(Tree.level.turnOrder.notWalked), Tree.level.turnOrder.isTurnsEnabled)
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if selectedId ~= Tree.level.turnOrder.notWalked[1] and Tree.level.turnOrder.isTurnsEnabled then return end
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self:select(selectedId)
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self:select(selectedId)
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return
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return
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end
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end
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@ -1,44 +1,57 @@
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--- @class TurnOrder
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--- @class TurnOrder
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--- @field order Id[] возможно в будущем тут будет не айди персонажа, а айди фракции, в которой состоят несколько персонажей
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--- @field walked integer[]
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--- @field notWalked integer[]
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--- @field isTurnsEnabled boolean
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--- @field isTurnsEnabled boolean
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local turnOrder = {}
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local turnOrder = {}
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turnOrder.__index = turnOrder
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turnOrder.__index = turnOrder
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local function new()
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local function new()
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return setmetatable({
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return setmetatable({
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order = {},
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walked = {},
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notWalked = {},
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isTurnsEnabled = true
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isTurnsEnabled = true
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}, turnOrder)
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}, turnOrder)
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end
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end
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function turnOrder:updateOrder()
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function turnOrder:updateOrder()
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local order = {}
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local notWalked = {}
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local count = 1
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local count = 1
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for k, _ in ipairs(Tree.level.characters) do
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for id, char in ipairs(Tree.level.characters) do
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order[count] = k
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char:try(Tree.behaviors.stats, function(stats)
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count = count + 1
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notWalked[count] = id
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count = count + 1
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end)
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end
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end
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self.order = order
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table.sort(notWalked, function(id_a, id_b)
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local res = Tree.level.characters[id_a]:try(Tree.behaviors.stats, function(astats)
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local res = Tree.level.characters[id_b]:try(Tree.behaviors.stats, function(bstats)
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return astats.initiative > bstats.initiative
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end)
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return res
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end)
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return res or false
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end)
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self.notWalked = notWalked
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print('[Level]: Turn order has been updated!')
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print('[Level]: Turn order has been updated!')
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for _, v in ipairs(self.order) do
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print('[Level]: id:', v)
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end
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end
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end
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function turnOrder:next()
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function turnOrder:next()
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self.order[#self.order + 1] = self.order[1]
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table.insert(self.walked, self.notWalked[1])
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self.order[1] = nil
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self.notWalked[1] = nil
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local order = {}
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local notWalked = {}
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for i = 1, #self.order do
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for i = 1, #self.notWalked do
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order[i] = self.order[i + 1]
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notWalked[i] = self.notWalked[i + 1]
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print(notWalked[i], i)
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end
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end
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self.order = order
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self.notWalked = notWalked
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print('[Level]: Triggered next turn')
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print('[Level]: Triggered next turn')
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for _, v in ipairs(self.order) do
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print('[Level]:', next(self.notWalked))
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print('[Level]: id:', v)
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if #self.notWalked == 0 then
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self:updateOrder()
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self.walked = {}
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end
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end
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end
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end
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2
main.lua
2
main.lua
@ -11,7 +11,7 @@ end
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function love.load()
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function love.load()
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character.spawn("Foodor", Tree.assets.files.sprites.character)
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character.spawn("Foodor", Tree.assets.files.sprites.character)
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character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 })
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character.spawn("Baris", Tree.assets.files.sprites.character, Vec3 { 3, 3 }, nil, 12)
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character.spawn("Foodor Jr", Tree.assets.files.sprites.character, Vec3 { 0, 3 })
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character.spawn("Foodor Jr", Tree.assets.files.sprites.character, Vec3 { 0, 3 })
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character.spawn("Baris Jr", Tree.assets.files.sprites.character, Vec3 { 0, 6 })
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character.spawn("Baris Jr", Tree.assets.files.sprites.character, Vec3 { 0, 6 })
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love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
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love.window.setMode(1080, 720, { resizable = true, msaa = 4, vsync = true })
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Reference in New Issue
Block a user