Skinemo windows love build
parent
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commit
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12
README.md
12
README.md
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@ -1,7 +1,3 @@
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# SNKRX
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[SNKRX](https://store.steampowered.com/app/915310/SNKRX/) is an arcade shooter roguelite where you control a snake of heroes that automatically attack nearby enemies.
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@ -18,3 +14,11 @@ Download this repository, `cd` into it and then run `engine/love/love.exe --cons
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### LICENSE
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All assets have their specific licenses and they are linked to in the game's credits. All code is under the MIT license.
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### FORK info
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Tale verzija odstrani steam integracijo, da ni treba love modula dodajat.
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Namestiti je potrebno [Love](https://love2d.org/)
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`run.sh` je popravljen, da dela na linuxu :)
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51
arena.lua
51
arena.lua
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@ -26,9 +26,6 @@ function Arena:on_enter(from, level, loop, units, passives, shop_level, shop_xp,
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trigger:tween(2, main_song_instance, {volume = 0.5, pitch = 1}, math.linear)
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steam.friends.setRichPresence('steam_display', '#StatusFull')
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steam.friends.setRichPresence('text', 'Arena - Level ' .. self.level)
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self.floor = Group()
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self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile', 'force_field', 'ghost'})
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self.post_main = Group()
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@ -149,28 +146,18 @@ function Arena:on_enter(from, level, loop, units, passives, shop_level, shop_xp,
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if self.level == 6 then
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state.achievement_speed_booster = true
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system.save_state()
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steam.userStats.setAchievement('SPEED_BOOSTER')
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steam.userStats.storeStats()
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elseif self.level == 12 then
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state.achievement_exploder = true
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system.save_state()
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steam.userStats.setAchievement('EXPLODER')
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steam.userStats.storeStats()
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elseif self.level == 18 then
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state.achievement_swarmer = true
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system.save_state()
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steam.userStats.setAchievement('SWARMER')
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steam.userStats.storeStats()
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elseif self.level == 24 then
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state.achievement_forcer = true
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system.save_state()
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steam.userStats.setAchievement('FORCER')
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steam.userStats.storeStats()
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elseif self.level == 25 then
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state.achievement_cluster = true
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system.save_state()
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steam.userStats.setAchievement('CLUSTER')
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steam.userStats.storeStats()
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end
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end)
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end)
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@ -522,120 +509,86 @@ function Arena:quit()
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if current_new_game_plus == 2 then
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state.achievement_new_game_1 = true
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system.save_state()
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steam.userStats.setAchievement('NEW_GAME_1')
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steam.userStats.storeStats()
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end
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if current_new_game_plus == 6 then
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state.achievement_new_game_5 = true
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system.save_state()
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steam.userStats.setAchievement('GAME_COMPLETE')
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steam.userStats.storeStats()
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end
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if self.ranger_level >= 2 then
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state.achievement_rangers_win = true
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system.save_state()
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steam.userStats.setAchievement('RANGERS_WIN')
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steam.userStats.storeStats()
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end
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if self.warrior_level >= 2 then
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state.achievement_warriors_win = true
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system.save_state()
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steam.userStats.setAchievement('WARRIORS_WIN')
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steam.userStats.storeStats()
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end
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if self.mage_level >= 2 then
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state.achievement_mages_win = true
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system.save_state()
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steam.userStats.setAchievement('MAGES_WIN')
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steam.userStats.storeStats()
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end
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if self.rogue_level >= 2 then
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state.achievement_rogues_win = true
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system.save_state()
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steam.userStats.setAchievement('ROGUES_WIN')
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steam.userStats.storeStats()
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end
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if self.healer_level >= 2 then
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state.achievement_healers_win = true
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system.save_state()
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steam.userStats.setAchievement('HEALERS_WIN')
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steam.userStats.storeStats()
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end
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if self.enchanter_level >= 2 then
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state.achievement_enchanters_win = true
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system.save_state()
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steam.userStats.setAchievement('ENCHANTERS_WIN')
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steam.userStats.storeStats()
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end
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if self.nuker_level >= 2 then
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state.achievement_nukers_win = true
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system.save_state()
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steam.userStats.setAchievement('NUKERS_WIN')
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steam.userStats.storeStats()
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end
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if self.conjurer_level >= 2 then
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state.achievement_conjurers_win = true
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system.save_state()
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steam.userStats.setAchievement('CONJURERS_WIN')
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steam.userStats.storeStats()
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end
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if self.psyker_level >= 2 then
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state.achievement_psykers_win = true
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system.save_state()
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steam.userStats.setAchievement('PSYKERS_WIN')
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steam.userStats.storeStats()
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end
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if self.curser_level >= 2 then
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state.achievement_cursers_win = true
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system.save_state()
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steam.userStats.setAchievement('CURSERS_WIN')
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steam.userStats.storeStats()
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end
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if self.forcer_level >= 2 then
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state.achievement_forcers_win = true
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system.save_state()
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steam.userStats.setAchievement('FORCERS_WIN')
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steam.userStats.storeStats()
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end
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if self.swarmer_level >= 2 then
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state.achievement_swarmers_win = true
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system.save_state()
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steam.userStats.setAchievement('SWARMERS_WIN')
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steam.userStats.storeStats()
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end
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if self.voider_level >= 2 then
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state.achievement_voiders_win = true
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system.save_state()
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steam.userStats.setAchievement('VOIDERS_WIN')
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steam.userStats.storeStats()
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end
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if self.sorcerer_level >= 3 then
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state.achievement_sorcerers_win = true
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system.save_state()
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steam.userStats.setAchievement('SORCERERS_WIN')
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steam.userStats.storeStats()
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end
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if self.mercenary_level >= 2 then
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state.achievement_mercenaries_win = true
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system.save_state()
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steam.userStats.setAchievement('MERCENARIES_WIN')
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steam.userStats.storeStats()
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end
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local all_units_level_2 = true
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if all_units_level_2 then
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state.achievement_level_2_win = true
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system.save_state()
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steam.userStats.setAchievement('LEVEL_2_WIN')
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steam.userStats.storeStats()
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end
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local units = self.player:get_all_units()
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@ -663,8 +614,6 @@ function Arena:quit()
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if all_units_level_3 then
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state.achievement_level_3_win = true
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system.save_state()
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steam.userStats.setAchievement('LEVEL_3_WIN')
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steam.userStats.storeStats()
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end
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end
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@ -50,9 +50,6 @@ function BuyScreen:on_enter(from, level, loop, units, passives, shop_level, shop
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input:set_mouse_visible(true)
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steam.friends.setRichPresence('steam_display', '#StatusFull')
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steam.friends.setRichPresence('text', 'Shop - Level ' .. self.level)
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self.main = Group()
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self.effects = Group()
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self.ui = Group()
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@ -4,5 +4,4 @@ if not path:find("init") then
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mlib = require(path .. ".mlib")
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-- if not web then clipper = require(path .. ".clipper") end
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ripple = require(path .. ".ripple")
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steam = require 'luasteam'
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end
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@ -46,7 +46,6 @@ end
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function engine_run(config)
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if not web then
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love.filesystem.setIdentity(config.game_name)
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steam.init()
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system.load_state()
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local _, _, flags = love.window.getMode()
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if name == "quit" then
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if not love.quit or not love.quit() then
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system.save_state()
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steam.shutdown()
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return a or 0
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end
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elseif name == "focus" then
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@ -146,7 +144,6 @@ function engine_run(config)
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if love.timer then dt = love.timer.step() end
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steam.runCallbacks()
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accumulator = accumulator + dt
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while accumulator >= fixed_dt do
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frame = frame + 1
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call "C:\Program Files\7-Zip\7z.exe" a -r %1.zip -w ..\..\ -xr!engine/love -xr!builds -xr!steam -xr!.git -xr!*.moon -xr!conf.lua
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rename %1.zip %1.love
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copy /b "love.exe"+"%1.love" "%1.exe"
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del %1.love
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mkdir %1
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for %%I in (*.dll) do copy %%I %1\
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for %%I in (*.txt) do copy %%I %1\
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copy %1.exe %1\
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del %1.exe
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copy %1\ ..\..\steam\ContentBuilder\content\
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del /q %1\
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rmdir /q %1\
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@ -1,4 +0,0 @@
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call "C:\Program Files\7-Zip\7z.exe" a -r %1.zip -w ..\..\ -xr!engine/love -xr!builds -xr!.git -xr!*.moon
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rename %1.zip %1.love
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call love-js -c -m 1073741824 -t %1 %2\engine\love\%1.love ..\..\builds\web
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del %1.love
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@ -1,14 +0,0 @@
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call "C:\Program Files\7-Zip\7z.exe" a -r %1.zip -w ..\..\ -xr!engine/love -xr!builds -xr!steam -xr!.git -xr!*.moon -xr!conf.lua
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rename %1.zip %1.love
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copy /b "love.exe"+"%1.love" "%1.exe"
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del %1.love
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mkdir %1
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for %%I in (*.dll) do copy %%I %1\
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for %%I in (*.txt) do copy %%I %1\
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copy %1.exe %1\
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del %1.exe
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call "C:\Program Files\7-Zip\7z.exe" a %1.zip %1\
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del /q %1\
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rmdir /q %1\
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copy %1.zip ..\..\builds\windows\
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del %1.zip
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LÖVE is an *awesome* framework you can use to make 2D games in Lua. It's free, open-source, and works on Windows, Mac OS X, Linux, Android, and iOS.
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[![Build Status: Windows](https://ci.appveyor.com/api/projects/status/u1a69u5o5ej1pus4?svg=true)](https://ci.appveyor.com/project/AlexSzpakowski/love)
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Documentation
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-------------
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We use our [wiki][wiki] for documentation.
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If you need further help, feel free to ask on our [forums][forums], our [Discord server][discord], or our IRC channel [#love on OFTC][irc].
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Compilation
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-----------
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### Windows
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Follow the instructions at the [megasource][megasource] repository page.
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### *nix
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Run `platform/unix/automagic` from the repository root, then run ./configure and make.
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$ platform/unix/automagic
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$ ./configure
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$ make
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When using a source release, automagic has already been run, and the first step can be skipped.
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### macOS
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Download the required frameworks from [here][dependencies] and place them in `/Library/Frameworks/`.
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Then use the Xcode project found at `platform/xcode/love.xcodeproj` to build the `love-macosx` target.
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### iOS
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Download the `ios-libraries` zip file corresponding to the LÖVE version being used from [here][dependencies-ios],
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unzip it, and place the `include` and `libraries` subfolders into LÖVE's `platform/xcode/ios` folder.
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Then use the Xcode project found at `platform/xcode/love.xcodeproj` to build the `love-ios` target.
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See `readme-iOS.rtf` for more information.
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### Android
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Visit the [Android build repository][android-repository] for build instructions.
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Repository information
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----------------------
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We use the 'default' branch for development, and therefore it should not be considered stable.
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Also used is the 'minor' branch, which is used for features in the next minor version and it is
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not our development target (which would be the next revision - version numbers are formatted major.minor.revision.)
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We tag all our releases (since we started using mercurial), and have binary downloads available for them.
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Experimental changes are developed in the separate [love-experiments][love-experiments] repository.
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Contributing
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------------
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The best places to contribute are through the Bitbucket issue tracker and the official Discord server or IRC channel.
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For code contributions, pull requests and patches are welcome. Be sure to read the [source code style guide][codestyle].
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Builds
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------
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Releases are found in the 'downloads' section on bitbucket, are linked on [the site][site],
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and there's a ppa for ubuntu, [ppa:bartbes/love-stable][stableppa].
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There are also unstable/nightly builds:
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- Most can be found [here][builds].
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- For ubuntu linux they are in [ppa:bartbes/love-unstable][unstableppa]
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- For arch linux there's [love-hg][aur] in the AUR.
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Dependencies
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------------
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- SDL2
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- OpenGL 2.1+ / OpenGL ES 2+
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- OpenAL
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- Lua / LuaJIT / LLVM-lua
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- FreeType
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- ModPlug
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- mpg123
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- Vorbisfile
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- Theora
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[site]: http://love2d.org
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[wiki]: http://love2d.org/wiki
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[forums]: http://love2d.org/forums
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[discord]: https://discord.gg/rhUets9
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[irc]: irc://irc.oftc.net/love
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[dependencies]: http://love2d.org/sdk
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[dependencies-ios]: https://bitbucket.org/rude/love/downloads/
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[megasource]: https://bitbucket.org/rude/megasource
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[builds]: http://love2d.org/builds
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[stableppa]: https://launchpad.net/~bartbes/+archive/love-stable
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[unstableppa]: https://launchpad.net/~bartbes/+archive/love-unstable
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[aur]: http://aur.archlinux.org/packages/love-hg
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[love-experiments]: https://bitbucket.org/bartbes/love-experiments
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[codestyle]: https://love2d.org/wiki/Code_Style
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[android-repository]: https://bitbucket.org/MartinFelis/love-android-sdl2
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915310
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@ -1,10 +0,0 @@
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"lang"
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{
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"english"
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{
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"tokens"
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{
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"#StatusFull" "%text%"
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}
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}
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}
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17
main.lua
17
main.lua
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@ -1696,7 +1696,6 @@ function init()
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'magnetism', 'insurance', 'dividends', 'haste', 'rearm', 'ceremonial_dagger', 'burning_strike', 'lucky_strike', 'healing_strike', 'psycholeak', 'divine_blessing', 'hardening',
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}
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steam.userStats.requestCurrentStats()
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new_game_plus = state.new_game_plus or 0
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if not state.new_game_plus then state.new_game_plus = new_game_plus end
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current_new_game_plus = state.current_new_game_plus or new_game_plus
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@ -1708,12 +1707,6 @@ function init()
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main:add(MainMenu'mainmenu')
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main:go_to('mainmenu')
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--[[
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main:add(BuyScreen'buy_screen')
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main:go_to('buy_screen', run.level or 1, run.units or {}, passives, run.shop_level or 1, run.shop_xp or 0)
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-- main:go_to('buy_screen', 7, run.units or {}, {'unleash'})
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]]--
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--[[
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gold = 10
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@ -1823,13 +1816,6 @@ function update(dt)
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state.sx, state.sy = sx, sy
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state.fullscreen = false
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end
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|
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--[[
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if input.f11.pressed then
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steam.userStats.resetAllStats(true)
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steam.userStats.storeStats()
|
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end
|
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]]--
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end
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|
@ -1910,10 +1896,8 @@ function open_options(self)
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'silencing_strike', 'culling_strike', 'lightning_strike', 'psycholeak', 'divine_blessing', 'hardening', 'kinetic_strike',
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}
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max_units = math.clamp(7 + current_new_game_plus, 7, 12)
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main:add(BuyScreen'buy_screen')
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locked_state = nil
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system.save_run()
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main:go_to('buy_screen', 1, 0, {}, passives, 1, 0)
|
||||
end, text = Text({{text = '[wavy, ' .. tostring(state.dark_transitions and 'fg' or 'bg') .. ']restarting...', font = pixul_font, alignment = 'center'}}, global_text_tags)}
|
||||
end}
|
||||
end
|
||||
|
@ -2095,7 +2079,6 @@ function open_options(self)
|
|||
|
||||
self.quit_button = Button{group = self.ui, x = gw/2, y = gh - 25, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function()
|
||||
system.save_state()
|
||||
steam.shutdown()
|
||||
love.event.quit()
|
||||
end}
|
||||
end, 'pause')
|
||||
|
|
|
@ -11,9 +11,6 @@ function MainMenu:on_enter(from)
|
|||
slow_amount = 1
|
||||
trigger:tween(2, main_song_instance, {volume = 0.5, pitch = 1}, math.linear)
|
||||
|
||||
steam.friends.setRichPresence('steam_display', '#StatusFull')
|
||||
steam.friends.setRichPresence('text', 'Main Menu')
|
||||
|
||||
self.floor = Group()
|
||||
self.main = Group():set_as_physics_world(32, 0, 0, {'player', 'enemy', 'projectile', 'enemy_projectile', 'force_field', 'ghost'})
|
||||
self.post_main = Group()
|
||||
|
@ -118,7 +115,6 @@ function MainMenu:on_enter(from)
|
|||
end}
|
||||
self.quit_button = Button{group = self.main_ui, x = 37, y = gh/2 + 34, force_update = true, button_text = 'quit', fg_color = 'bg10', bg_color = 'bg', action = function(b)
|
||||
system.save_state()
|
||||
steam.shutdown()
|
||||
love.event.quit()
|
||||
end}
|
||||
self.t:every(2, function() self.soundtrack_button.spring:pull(0.025, 200, 10) end)
|
||||
|
|
Loading…
Reference in New Issue