sword = entity() :b_type(Entities.Sword) :b_render_order(1) :b_collidable() :b_add_state("equipped", { animation={ pos_y = { sequence = { 82 }, dt = 1, reflect = vec2(false, true) }, neg_y = { sequence = { 82 }, dt = 1 }, pos_x = { sequence = { 82 }, dt = 1 }, neg_x = { sequence = { 82 }, dt = 1, reflect = vec2(true, false) } } }) player = entity() :b_type(Entities.Player) :b_render_order(0) :b_collidable() :b_position(vec2(30,30)) :b_sprite_position(vec2(30,30)) :b_add_state(States.Idle, { animation = { pos_y = { sequence = { 3, 19 }, dt = 1 }, neg_y = { sequence = { 6, 22 }, dt = 1 }, pos_x = { sequence = { 0, 1 }, dt = 1 }, neg_x = { sequence = { 0, 1 }, dt = 1, reflect = vec2(true, false) } } }) :b_add_state(States.Walk, { animation = { pos_x = { seq = { 2, 0 }, dt = 0.20 }, neg_x = { seq = { 2, 0 }, dt = 0.20, reflect = vec2(true, false) }, pos_y = { seq = { 4, 5 }, dt = 0.20 }, neg_y = { seq = { 7, 8 }, dt = 0.20 } } }) :b_state("idle") :b_equipped({ sword }) _walk_speed = 35 -- powerup increase? function handle_input() dpos = vec2(0, 0) if btn(0) then dpos.x -= 1 end if btn(1) then dpos.x += 1 end if btn(3) then dpos.y += 1 end if btn(2) then dpos.y -= 1 end player.velocity = dpos:normal() * _walk_speed end function _init() end step_t = time() function _update60() cls(0) -- clear here in case we want to print to screen outside of _draw old_step = step_t step_t = time() step_dt = step_t - old_step handle_input() foreach(qsort(World, function(a, b) return a.equipped != nil end), function (e) e:update(step_dt) end) run_collisions() end function _draw() -- foreach(qsort(World, function (a, b) return a.render_order < b.render_order end), function (e) e:render() end) foreach(World, function (e) e:render() end) end