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/assets/*
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# Drone Collector
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IN-PROGRESS!
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A roguelike sound collection drone-strument toy.
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Created for Drone Jam, May 7 - 14, 2022.
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Built in Love2d.
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[Drone Jam](https://itch.io/jam/drone)
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### Inspiration
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[The Beachcomber - audio excerpt from Ocean Hour - rebroadcast on This American Life](https://www.thisamericanlife.org/714/day-at-the-beach/act-three-13)
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[Discobog - Algobog DJed episode by Saltzshaker on WFMU](https://wfmu.org/playlists/shows/108956)
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### Tutorials
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[Render Isometric Tiles](https://love2d.org/wiki/Tutorial:Isometric_Graphics)
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[Animation](https://love2d.org/wiki/Tutorial:Animation)
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[From Processing (and p5.js) to Love by me](https://github.com/lee2sman/processing-to-love)
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## Credits
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[Mushy tileset by Everest Pipkin and contributors](https://everestpipkin.itch.io/mushy)
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CC-BY-3.0
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[Isometric Character by Elska](https://elska.itch.io/isometric-being)
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function love.load()
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load_sounds()
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--load graphics
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dirt = love.graphics.newImage("assets/img/dirt.png")
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grass = love.graphics.newImage("assets/img/grass.png")
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player_dr = newAnimation(love.graphics.newImage("assets/img/player/DR.png"),20,25,1)
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block_width = grass:getWidth()
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block_height = grass:getHeight()
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block_depth = block_height / 2
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create_grid()
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grid_x = love.graphics.getWidth()/2
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grid_y = love.graphics.getHeight()/2
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create_player()
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end
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function love.update(dt)
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player_dr.currentTime = player_dr.currentTime + dt
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if player_dr.currentTime >= player_dr.duration then
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player_dr.currentTime = player_dr.currentTime - player_dr.duration
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end
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end
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function love.keypressed(key)
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drone[math.random(#drone)]:play()
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if key == 'up' or key == 'down' or key == 'left' or key == 'right' then
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local playerX
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local playerY
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for testY, row in ipairs(level) do
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for testX, cell in ipairs(row) do
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if cell == player or cell == playerOnStorage then
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playerX = testX
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playerY = testY
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end
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end
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end
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local dx = 0
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local dy = 0
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if key == 'left' then
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dx = -1
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elseif key == 'right' then
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dx = 1
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elseif key == 'up' then
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dy = -1
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elseif key == 'down' then
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dy = 1
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end
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local current = level[playerY][playerX]
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local adjacent = level[playerY + dy][playerX + dx]
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local nextAdjacent = {
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[empty] = player,
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[storage] = playerOnStorage,
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}
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local nextCurrent = {
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[player] = empty,
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[playerOnStorage] = storage,
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}
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if nextAdjacent[adjacent] then
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level[playerY][playerX] = nextCurrent[current]
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level[playerY + dy][playerX + dx] = nextAdjacent[adjacent]
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--play a random drone
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--drone[1]:play()
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drone[math.random(#drone)]:play()
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end
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end
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end
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function love.draw()
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draw_grid()
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draw_player()
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end
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function load_sounds()
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drone = {}
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for i=1,11
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do
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drone[i] = love.audio.newSource("assets/audio/"..i..".mp3", "stream")
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end
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end
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function create_grid()
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grid_size = 10
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grid = {}
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for x = 1,grid_size do
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grid[x] = {}
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for y = 1,grid_size do
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--make that space grass (1)
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grid[x][y] = 1
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end
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end
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-- number of dirt spaces
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--local num_dirt = 0
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local num_dirt = love.math.random(20,40) --convert random spaces to dirt (2)
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for i=1,num_dirt
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do
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--make that random space dirt (2)
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grid[love.math.random(grid_size)][love.math.random(grid_size)] = 2
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end
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end
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function create_player()
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player_x = grid_x
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player_y = grid_y - block_depth * 2
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end
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function draw_grid()
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for x = 1,grid_size do
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for y = 1,grid_size do
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if grid[x][y] == 1 then
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love.graphics.draw(grass,
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grid_x + ((y-x) * (block_width / 2)),
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grid_y + ((x+y) * (block_depth / 2)) - (block_depth * (grid_size / 2)) - block_depth)
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else -- grid[x][y] == 2
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love.graphics.draw(dirt,
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grid_x + ((y-x) * (block_width / 2)),
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grid_y + ((x+y) * (block_depth / 2)) - (block_depth * (grid_size / 2)) - block_depth)
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end
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end
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end
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--draw player
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--love.graphics.draw(dr, grid_x, grid_y - block_depth * 2)
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end
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function newAnimation(image, width, height, duration)
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local player_dr = {}
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player_dr.spriteSheet = image;
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player_dr.quads = {};
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for y = 0, image:getHeight() - height, height do
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for x = 0, image:getWidth() - width, width do
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table.insert(player_dr.quads, love.graphics.newQuad(x, y, width, height, image:getDimensions()))
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end
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end
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player_dr.duration = duration or 1
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player_dr.currentTime = 0
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return player_dr
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end
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function draw_player()
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local spriteNum = math.floor(player_dr.currentTime / player_dr.duration * #player_dr.quads) + 1
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love.graphics.draw(player_dr.spriteSheet, player_dr.quads[spriteNum], player_x, player_y, 0, 2)
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end
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