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L÷VE for Lua Game Programming

You're reading from   L÷VE for Lua Game Programming If you want to create 2D games for Windows, Linux, and OS X, this guide to the L?ñVE framework is a must. Written for hobbyists and professionals, it will help you leverage Lua for fast and easy game development.

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Product type Paperback
Published in Sep 2013
Publisher Packt
ISBN-13 9781782161608
Length 106 pages
Edition 1st Edition
Languages
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Author (1):
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AKINLAJA DAMILARE JOSHUA AKINLAJA DAMILARE JOSHUA
Author Profile Icon AKINLAJA DAMILARE JOSHUA
AKINLAJA DAMILARE JOSHUA
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Toc

Drawing the enemy character to the screen


We have defined our enemy character in the previous chunks, but we will now draw it to screen with the following chunk:

function DrawEnemy()

  for i,v in ipairs(enemyTable) do
    v.animation:draw(enemyImage, v.l-8,  v.t-16) 
  end
end

You should call the DrawEnemy() function within the love.draw() function; if not, it will not display on the screen.

function love.draw()
  map:draw()
  DrawPlayer()
  DrawEnemy()
end

Finally, add the enemy's bump configuration:

--Bump configuration

function bump.collision(obj1, obj2, dx, dy)
  --Bump configuration for player

  if obj1 == player then
    collidePlayerWithPlatform(dx,dy,obj2)
  elseif obj2 == player then
    collidePlayerWithPlatform(-dx,-dy,obj1)
  end
  --Bump configuration for enemy

  for i,v in ipairs(enemyTable) do

    if obj1 == v then
      collideEnemyWithPlatform(dx,dy,v,obj2)
    elseif obj2 == v then
      collideEnemyWithPlatform(-dx,-dy,v,obj1)
    end
  end
end
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