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Add doc for ecs, asset
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@ -3,7 +3,7 @@
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--
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-- Every unit is in pixel in the API unless written otherwise.
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--
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-- This modules returns a single function @{LDtk}(path).
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-- This modules returns a single function, @{LDtk}(path).
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--
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-- Requires LÖVE `love.graphics` (drawing Image, SpriteBatch, Quad).
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--
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@ -12,16 +12,18 @@
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-- @usage
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-- local ldtk = require("ubiquitousse.ldtk")
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--
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-- -- load ldtk project file
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-- local project = ltdk("example.ldtk")
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--
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-- -- can define callbacks when loading: for example to setup entities defined in LDtk
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-- local callbacks = {
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-- onAddEntity = function(entity)
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-- -- handle entity...
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-- end
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-- }
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--
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-- -- load every level
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-- for _, lvl in ipairs(project.levels) do lvl:load() end
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-- -- load every level, with callbacks
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-- for _, lvl in ipairs(project.levels) do lvl:load(callbacks) end
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--
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-- function love.draw()
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-- -- draw every level
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@ -412,7 +414,7 @@ let level_mt = {
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-- These callbacks should allow you to capture all the important elements needed to use the level, so you can hopefully
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-- integrate it into your current game engine easily.
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--
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-- @tab[opt] callbacks
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-- @tparam[opt] table callbacks
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-- @require love
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load = :(callbacks={})
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assert(@loaded == false, "level already loaded")
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@ -454,7 +456,7 @@ let level_mt = {
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-- * `onAddIntTile(tile)` will be called for every new IntGrid tile unloaded, with the @{IntTile} as sole argument
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-- * `onAddEntity(entity)` will be called for every new entity unloaded, with the @{Entity} as sole argument
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--
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-- @tab[opt] callbacks
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-- @tparam[opt] table callbacks
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unload = :(callbacks={})
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assert(@loaded == true, "level not loaded")
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let onRemoveLayer = callbacks.onRemoveLayer
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@ -581,11 +583,12 @@ let project_mt = {
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project_mt.__index = project_mt
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--- Custom fields.
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-- TODO
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-- @section fields
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--- Module.
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--- LDtk module.
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-- `ubiquitousse.ldtk` returns a single function, @{LDtk}.
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-- @section module
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-- @section end
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--- Load a LDtk project.
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-- @string path to LDtk project file (.ldtk)
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