Browse Source

lowcpu mode added

tags/earlygalaxy
Madiwka3 4 years ago
parent
commit
bc592919b4
5 changed files with 118 additions and 119 deletions
  1. +10
    -2
      main.lua
  2. +86
    -92
      mainMenu.lua
  3. +1
    -0
      readme.md
  4. +0
    -0
      save.lua
  5. +21
    -25
      src/baseGame.lua

+ 10
- 2
main.lua View File

@@ -26,7 +26,7 @@ showTouchControls = false


--0.9 VARIABLES --0.9 VARIABLES
isButtonAnimated = false isButtonAnimated = false
lowcpu = false
wallsLoadError = false wallsLoadError = false
background = love.graphics.newImage('img/background.jpg') background = love.graphics.newImage('img/background.jpg')
backgroundScroll = 0 backgroundScroll = 0
@@ -1020,10 +1020,19 @@ function speedControl()
end end
end end
checking = 0 checking = 0
local countinglowcpu = 0
function love.update(dt) function love.update(dt)
--checking = checking + 1 --checking = checking + 1
--print(checking) --print(checking)
--print("IMPORTANT!!!!!" .. globalState .. gameState) --print("IMPORTANT!!!!!" .. globalState .. gameState)
if not lowcpu then
if (love.timer.getFPS() < 50 and gameState ~= "animation") then
countinglowcpu = countinglowcpu + 1
if countinglowcpu > 10 then
lowcpu = true
end
end
end
for i, explosion in ipairs(explosions) do for i, explosion in ipairs(explosions) do
explosion:update(dt) explosion:update(dt)
end end
@@ -1039,7 +1048,6 @@ function love.update(dt)
end end
if globalState == "base" and not paused then if globalState == "base" and not paused then
basegame(dt) basegame(dt)
end end
if globalState == "menu" then if globalState == "menu" then
debugCheck(dt) debugCheck(dt)


+ 86
- 92
mainMenu.lua View File

@@ -1,6 +1,6 @@
mainMenu = Class{} mainMenu = Class{}
function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds, location) function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds, location)
if (gameState == 'editor') if (gameState == 'editor')
then then
ev_button_width = VIRTUAL_WIDTH * (1/72) ev_button_width = VIRTUAL_WIDTH * (1/72)
ev_BUTTON_HEIGHT = VIRTUAL_WIDTH * (1/72) ev_BUTTON_HEIGHT = VIRTUAL_WIDTH * (1/72)
@@ -79,40 +79,37 @@ function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds
ev_bx = locationx - (ev_button_width * 0.5) ev_bx = locationx - (ev_button_width * 0.5)
end end
if (location == 'control') then if (location == 'control') then
if string.sub(button.text, 1, 1) == '2' then
if string.sub(button.text, 1, 1) == '2' then
ev_bx = (VIRTUAL_WIDTH*0.2) - (ev_button_width * 0.5) ev_bx = (VIRTUAL_WIDTH*0.2) - (ev_button_width * 0.5)
ev_by = locationy - (total_height * 0.5) + cursor_y ev_by = locationy - (total_height * 0.5) + cursor_y
elseif string.sub(button.text, 1, 1) == '1' then elseif string.sub(button.text, 1, 1) == '1' then
ev_bx = (VIRTUAL_WIDTH*0.8) - (ev_button_width * 0.5) ev_bx = (VIRTUAL_WIDTH*0.8) - (ev_button_width * 0.5)
ev_by = locationy - (total_height * 0.5) + cursor_y ev_by = locationy - (total_height * 0.5) + cursor_y
else
ev_bx = (VIRTUAL_WIDTH*0.5) - (ev_button_width * 0.5)
ev_by = locationy - (total_height * 0.5) + cursor_y
end
elseif button.text == 'NUCLEAR MODE' and easternum < 11 then
ev_bx = -400
ev_by = -400
elseif button.x > locationx - (ev_button_width * 0.5) then
--print("moving from" .. button.x)
button.x = button.x - 15
--print("moving!" .. button.x)
ev_by = locationy - (total_height * 0.5) + cursor_y
else else
ev_bx = (VIRTUAL_WIDTH*0.5) - (ev_button_width * 0.5)
ev_by = locationy - (total_height * 0.5) + cursor_y ev_by = locationy - (total_height * 0.5) + cursor_y
end end
if (button.text == 'Play') and location == 'playercount' then color = {0/255, 255/255, 0/255, 255} else elseif button.text == 'NUCLEAR MODE' and easternum < 11 then
color = {10, 10, 0, 255} ev_bx = -400
ev_by = -400
elseif button.x > locationx - (ev_button_width * 0.5) then
--print("moving from" .. button.x)
if lowcpu then
button.x = locationx - (ev_button_width * 0.5)
else
button.x = button.x - 15
end
--print("moving!" .. button.x)
ev_by = locationy - (total_height * 0.5) + cursor_y
else
ev_by = locationy - (total_height * 0.5) + cursor_y
end end
local color = {255, 255, 255, 255} color = {255, 255, 255, 255}
if (button.text == 'NUCLEAR MODE' and easternum > 10) then if (button.text == 'Play') and location == 'playercount' then color = {0/255, 255/255, 0/255, 255}
elseif (button.text == 'NUCLEAR MODE' and easternum > 10) then
color = {0,0,0,1} color = {0,0,0,1}
else
color = {1,1,1,1}
end end
local mx, my = love.mouse.getPosition() local mx, my = love.mouse.getPosition()
mx = mx
my = my
local mx = mx * DIFFERENCE_X local mx = mx * DIFFERENCE_X
local my = my * DIFFERENCE_Y local my = my * DIFFERENCE_Y
local hot = (mx > ev_bx and mx < ev_bx + ev_button_width and my > ev_by and my < ev_by + ev_BUTTON_HEIGHT) and i local hot = (mx > ev_bx and mx < ev_bx + ev_button_width and my > ev_by and my < ev_by + ev_BUTTON_HEIGHT) and i
@@ -121,26 +118,26 @@ function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds
end end
--print(love.keyboard.mouseisReleased) --print(love.keyboard.mouseisReleased)
button.now = love.keyboard.mouseisReleased button.now = love.keyboard.mouseisReleased
if location == "android" then if location == "android" then
button.now = love.mouse.isDown(1) button.now = love.mouse.isDown(1)
end end
if button.now and hot == i then if button.now and hot == i then
love.keyboard.mouseisReleased = false love.keyboard.mouseisReleased = false
love.graphics.setColor(0,0,0,1) love.graphics.setColor(0,0,0,1)
love.graphics.rectangle("fill", 0, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT) love.graphics.rectangle("fill", 0, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT)
sounds['wallhit']:play() sounds['wallhit']:play()
if button.skipAnim then if button.skipAnim then
print("skipped anim") print("skipped anim")
else else
for j, buttons in ipairs(buttons) do for j, buttons in ipairs(buttons) do
buttons.x = 1300 buttons.x = 1300
print("making" .. j) print("making" .. j)
end end
end end
button.fn() button.fn()
break break
end end
love.graphics.setColor(unpack(color)) love.graphics.setColor(unpack(color))
love.graphics.rectangle("fill", ev_bx,ev_by, ev_button_width, ev_BUTTON_HEIGHT) love.graphics.rectangle("fill", ev_bx,ev_by, ev_button_width, ev_BUTTON_HEIGHT)
print(ev_bx .. " " .. i) print(ev_bx .. " " .. i)
@@ -159,71 +156,68 @@ function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds
love.graphics.print("P2 UP: " .. string.upper(p2control.up), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5) love.graphics.print("P2 UP: " .. string.upper(p2control.up), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '1down' then elseif button.text == '1down' then
love.graphics.print("P1 DOWN: " .. string.upper(p1control.down), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5) love.graphics.print("P1 DOWN: " .. string.upper(p1control.down), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '2down' then elseif button.text == '2down' then
love.graphics.print("P2 DOWN: " .. string.upper(p2control.down), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5) love.graphics.print("P2 DOWN: " .. string.upper(p2control.down), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '1special' then elseif button.text == '1special' then
love.graphics.print("P1 SPECIAL: " .. string.upper(p1control.super), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5) love.graphics.print("P1 SPECIAL: " .. string.upper(p1control.super), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '2special' then elseif button.text == '2special' then
love.graphics.print("P2 SPECIAL: " .. string.upper(p2control.super), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5) love.graphics.print("P2 SPECIAL: " .. string.upper(p2control.super), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '1ct' then elseif button.text == '1ct' then
love.graphics.print("P1 COUNTER: " .. string.upper(p1control.counter), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5) love.graphics.print("P1 COUNTER: " .. string.upper(p1control.counter), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '2ct' then elseif button.text == '2ct' then
love.graphics.print("P2 COUNTER: " .. string.upper(p2control.counter), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5) love.graphics.print("P2 COUNTER: " .. string.upper(p2control.counter), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
else else
love.graphics.print(button.text, smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5) love.graphics.print(button.text, smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
end end
cursor_y = cursor_y + (ev_BUTTON_HEIGHT + margin) cursor_y = cursor_y + (ev_BUTTON_HEIGHT + margin)
else else
if (button.text == '1v1') then if (button.text == '1v1') then
love.graphics.print(playertext, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, by+textH*0.5) love.graphics.print(playertext, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, by+textH*0.5)
elseif button.text == 'snc' then elseif button.text == 'snc' then
if (nuckemodactive == 1) then if (nuckemodactive == 1) then
textW = smallfont:getWidth(synctext) textW = smallfont:getWidth(synctext)
love.graphics.setColor(1,0,0,1) love.graphics.setColor(1,0,0,1)
love.graphics.print(synctext, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5) love.graphics.print(synctext, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(1,1,1,1) love.graphics.setColor(1,1,1,1)
love.graphics.print(synctext, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5) love.graphics.print(synctext, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(0,0,0,1) love.graphics.setColor(0,0,0,1)
else
textW = smallfont:getWidth(synctext)
love.graphics.print(synctext, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
end
elseif (button.text == 'ballCount') then
local tempstr = "Ball Count: " .. maxBalls
textW = smallfont:getWidth(tempstr)
love.graphics.print("Ball Count: " .. maxBalls, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
elseif (button.text == "Ball Speed: ") then
if (nuckemodactive == 1) then
love.graphics.setColor(1,0,0,1)
love.graphics.print("shaitan machina", smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(1,1,1,1)
love.graphics.print("shaitan machina", smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(0,0,0,1)
else
textW = smallfont:getWidth(button.text .. ballSet)
love.graphics.print(button.text .. ballSet, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
end
elseif button.text == 'ptw' then
local tempstr = "Points to Win: " .. ptw
textW = smallfont:getWidth(tempstr)
love.graphics.print("Points to Win: " .. ptw, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
elseif (button.text == 'Silverblade') then
local tempstr = "Difficulty: " .. prtext
textW = smallfont:getWidth(tempstr)
love.graphics.print("Difficulty: " .. prtext, smallfont,ev_bx + ev_button_width*0.5 - textW*0.5 , ev_by+textH*0.5)
else else
love.graphics.print(button.text, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5) textW = smallfont:getWidth(synctext)
love.graphics.print(synctext, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
end end
love.graphics.setColor(255, 255, 255, 255) elseif (button.text == 'ballCount') then
cursor_y = cursor_y + (ev_BUTTON_HEIGHT + margin) local tempstr = "Ball Count: " .. maxBalls
textW = smallfont:getWidth(tempstr)
love.graphics.print("Ball Count: " .. maxBalls, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
elseif (button.text == "Ball Speed: ") then
if (nuckemodactive == 1) then
love.graphics.setColor(1,0,0,1)
love.graphics.print("shaitan machina", smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(1,1,1,1)
love.graphics.print("shaitan machina", smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(0,0,0,1)
else
textW = smallfont:getWidth(button.text .. ballSet)
love.graphics.print(button.text .. ballSet, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
end end
end elseif button.text == 'ptw' then
local tempstr = "Points to Win: " .. ptw
textW = smallfont:getWidth(tempstr)
love.graphics.print("Points to Win: " .. ptw, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
elseif (button.text == 'Silverblade') then
local tempstr = "Difficulty: " .. prtext
textW = smallfont:getWidth(tempstr)
love.graphics.print("Difficulty: " .. prtext, smallfont,ev_bx + ev_button_width*0.5 - textW*0.5 , ev_by+textH*0.5)
else
love.graphics.print(button.text, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
end
love.graphics.setColor(255, 255, 255, 255)
cursor_y = cursor_y + (ev_BUTTON_HEIGHT + margin)
end end
end
end
end end
function mainMenu:addButton(text, fn) function mainMenu:addButton(text, fn)
if isButtonAnimated == true then if isButtonAnimated == true then
print("Button shall be animated!") print("Button shall be animated!")


+ 1
- 0
readme.md View File

@@ -25,6 +25,7 @@ To play on Windows, download a Windows executable from the releases tab!
<li>Fixed button animations</li> <li>Fixed button animations</li>
<li>Fixed demo and editor not working together</li> <li>Fixed demo and editor not working together</li>
<li>Removed a lot of clutter</li> <li>Removed a lot of clutter</li>
<li>Added LowPOWER mode to improve FPS on low-end devices</li>
</ul> </ul>
ToDo: ToDo:
<ul> <ul>


+ 0
- 0
save.lua View File


+ 21
- 25
src/baseGame.lua View File

@@ -641,7 +641,11 @@ function normalDraw()
love.graphics.clear(1, 1, 1, 1) love.graphics.clear(1, 1, 1, 1)
else else
love.graphics.clear(40 / 255, 40 / 255, 40 / 255, 1) love.graphics.clear(40 / 255, 40 / 255, 40 / 255, 1)
love.graphics.draw(background, 0, -backgroundScroll) if (lowcpu) then
--love.graphics.draw(background, 0,0)
else
love.graphics.draw(background, 0,-backgroundScroll)
end
end end
if gameState == "assign" then if gameState == "assign" then
love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255) love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255)
@@ -715,8 +719,7 @@ function menuDraw()
love.graphics.rectangle("fill", VIRTUAL_WIDTH * 0.5, 0, 10, VIRTUAL_HEIGHT * 0.3) love.graphics.rectangle("fill", VIRTUAL_WIDTH * 0.5, 0, 10, VIRTUAL_HEIGHT * 0.3)
love.graphics.rectangle("fill", VIRTUAL_WIDTH * 0.5, VIRTUAL_HEIGHT * 0.7, 10, VIRTUAL_HEIGHT * 0.3) love.graphics.rectangle("fill", VIRTUAL_WIDTH * 0.5, VIRTUAL_HEIGHT * 0.7, 10, VIRTUAL_HEIGHT * 0.3)
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
end elseif MAP_TYPE == 2 then
if MAP_TYPE == 2 then
for i, wall in ipairs(walls) do for i, wall in ipairs(walls) do
love.graphics.setColor(1, 1, 1, 1) love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", wall.wallx, wall.wally, 10, wall.wallheight) love.graphics.rectangle("fill", wall.wallx, wall.wally, 10, wall.wallheight)
@@ -734,28 +737,22 @@ function menuDraw()
love.graphics.setFont(smallfont) love.graphics.setFont(smallfont)
love.graphics.printf("The green zones are for moving up and down, double tap the red zone for special attack or to start the serve.", 10, 150, VIRTUAL_WIDTH, "center") love.graphics.printf("The green zones are for moving up and down, double tap the red zone for special attack or to start the serve.", 10, 150, VIRTUAL_WIDTH, "center")
love.graphics.printf("Swipe from red to green for stopping time", 10, 450, VIRTUAL_WIDTH, "center") love.graphics.printf("Swipe from red to green for stopping time", 10, 450, VIRTUAL_WIDTH, "center")
end elseif gameState == "windowsettings" then
if gameState == "windowsettings" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, settings, sounds, "right") mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, settings, sounds, "right")
love.keyboard.mouseisReleased = false love.keyboard.mouseisReleased = false
end elseif gameState == "editor" then
if gameState == "editor" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, editorpicks, sounds, "right") mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, editorpicks, sounds, "right")
love.keyboard.mouseisReleased = false love.keyboard.mouseisReleased = false
end elseif gameState == "speedSettings" then
if gameState == "speedSettings" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, speedParameters, sounds, "middle") mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, speedParameters, sounds, "middle")
love.keyboard.mouseisReleased = false love.keyboard.mouseisReleased = false
end elseif gameState == "controlSettings" then
if gameState == "controlSettings" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, controlSettings, sounds, "control") mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, controlSettings, sounds, "control")
love.keyboard.mouseisReleased = false love.keyboard.mouseisReleased = false
end elseif gameState == "gameMode" then
if gameState == "gameMode" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, modeSelectorButtons, sounds, "middle") mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, modeSelectorButtons, sounds, "middle")
love.keyboard.mouseisReleased = false love.keyboard.mouseisReleased = false
end elseif gameState == "chooseIP" then
if gameState == "chooseIP" then
IPselect = {} IPselect = {}
if isAndroid then if isAndroid then
table.insert( table.insert(
@@ -839,24 +836,19 @@ function menuDraw()
love.graphics.printf(IPnew, 0, VIRTUAL_HEIGHT / 4, VIRTUAL_WIDTH, "center") love.graphics.printf(IPnew, 0, VIRTUAL_HEIGHT / 4, VIRTUAL_WIDTH, "center")
end end
love.keyboard.mouseisReleased = false love.keyboard.mouseisReleased = false
end elseif gameState == "menu" then
if gameState == "menu" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds, "middle") mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds, "middle")
love.keyboard.mouseisReleased = false love.keyboard.mouseisReleased = false
end elseif gameState == "difficulty" then
if gameState == "difficulty" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, difbuttons, sounds, "middle") mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, difbuttons, sounds, "middle")
love.keyboard.mouseisReleased = false love.keyboard.mouseisReleased = false
end elseif gameState == "multiMode" then
if gameState == "multiMode" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, playerCountButtons, sounds, "middle") mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, playerCountButtons, sounds, "middle")
love.keyboard.mouseisReleased = false love.keyboard.mouseisReleased = false
end elseif gameState == "prdiff" then
if gameState == "prdiff" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, pracdiff, sounds, "playercount") mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, pracdiff, sounds, "playercount")
love.keyboard.mouseisReleased = false love.keyboard.mouseisReleased = false
end elseif gameState == 'start' then
if gameState == 'start' then
love.graphics.push() love.graphics.push()
love.graphics.translate(VIRTUAL_WIDTH * 0.4, VIRTUAL_HEIGHT * 0.5) love.graphics.translate(VIRTUAL_WIDTH * 0.4, VIRTUAL_HEIGHT * 0.5)
love.graphics.rotate(rotation) love.graphics.rotate(rotation)
@@ -873,7 +865,11 @@ function menuDraw()
end end
function baseDraw() function baseDraw()
love.graphics.setColor(255, 255, 255, 1) love.graphics.setColor(255, 255, 255, 1)
if (lowcpu) then
-- love.graphics.draw(background, 0,0)
else
love.graphics.draw(background, 0,-backgroundScroll) love.graphics.draw(background, 0,-backgroundScroll)
end


if shakeDuration > t then if shakeDuration > t then


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