Develop #4
@@ -79,6 +79,32 @@ function bell.update(dt, game, cam)
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end
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end
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end
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end
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end
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end
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-- Logic
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local num_enable = 0
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for key, bell in pairs(bells) do
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for key, item in pairs(bell.enable) do
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-- Count enables
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num_enable = num_enable + 1
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-- if key == 1 and item and bell.enable[tools.table_length(bell.enable)] == false then
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-- end
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end
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if num_enable > 1 then
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-- Search emptys
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local count_singles = 0
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for key, item in pairs(bell.enable) do
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if key > 1 and bell.enable[key] and bell.enable[key - 1] == false then
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count_singles = count_singles + 1
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end
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end
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if count_singles >= 2 then
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for key, item in pairs(bell.enable) do
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bell.enable[key] = false
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end
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end
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count_singles = 0
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end
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num_enable = 0
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end
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end
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end
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function bell.draw()
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function bell.draw()
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@@ -29,12 +29,6 @@ function controls.update(dt, game, camera)
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local cam_x, cam_y = camera.gcam:getPosition()
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local cam_x, cam_y = camera.gcam:getPosition()
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local mouse_x, mouse_y = love.mouse.getPosition()
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local mouse_x, mouse_y = love.mouse.getPosition()
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controls.mouse:moveTo(cam_x + mouse_x - 640 , mouse_y)
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controls.mouse:moveTo(cam_x + mouse_x - 640 , mouse_y)
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print('mouse')
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print(love.mouse.getPosition())
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print('camera')
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print(camera.gcam:getPosition())
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print('collision')
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print(mouse_x + 640 - cam_x .. ' ' .. (cam_y * 2) + mouse_y)
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if control_left then
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if control_left then
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if game.canvas.x > game.window.width / 2 then
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if game.canvas.x > game.window.width / 2 then
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