--- /dev/null
+local scale = 16 -- 800 / 50 = 16\r
+local pixelSize = 1\r
+\r
+\r
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+\r
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+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1},\r
+ {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},\r
+}\r
+\r
+\r
+pixel = {\r
+ x = 1, -- grid coordinate\r
+ y = 1\r
+}\r
+\r
+gameState = "intro" -- "intro"\r
+currentMap = map1\r
+IntroKey = "h"\r
+Trans1Key = "e"\r
+level = 1\r
+message = ""\r
+transitioning = false\r
+transitionTimer = 0\r
+pendingLevel = nil\r
+TextSize = 26\r
+PixelationScale = 3\r
+IntroMessage = "\nπ©ππΌπ―ππΆπ¨π\nππ§π π²\nπ£π΅"\r
+Trans1Message = "\nπ©ππΌπ―ππΆπ¨π\nππ§π π²\nπ£π΅"\r
+\r
+\r
+function love.load()\r
+ love.window.setMode(50 * scale, 50 * scale)\r
+ introSound = love.audio.newSource("assets/Intro.wav", "static")\r
+ love.audio.play(introSound)\r
+ -- Important: set default texture/filter mode to nearest-neighbor\r
+ love.graphics.setDefaultFilter("nearest", "nearest")\r
+\r
+ canvas = love.graphics.newCanvas(50, 50)\r
+ canvas:setFilter("nearest", "nearest") -- Also set filter on the canvas\r
+\r
+ introTextCanvas = love.graphics.newCanvas(500, 500) -- adjust size as needed\r
+ introTextCanvas:setFilter("nearest", "nearest") -- important for the pixel effect\r
+\r
+ TransitionTextCanvas = love.graphics.newCanvas(500, 500) -- adjust size as needed\r
+ TransitionTextCanvas:setFilter("nearest", "nearest") -- important for the pixel effect\r
+\r
+\r
+ pixel = {\r
+ x = 25,\r
+ y = 25,\r
+ speed = 20 -- logical pixels per second\r
+ }\r
+ cuneiformFont = love.graphics.newFont("assets/SantakkuM.ttf", TextSize)\r
+ transitionSound1 = love.audio.newSource("assets/transition1.wav", "static")\r
+end\r
+\r
+function love.keypressed(key)\r
+ if gameState == "intro" and key == IntroKey then\r
+ gameState = "playing"\r
+ return\r
+ end\r
+\r
+ if gameState == "transition" then\r
+ if key == Trans1Key and pendingLevel == 2 then\r
+ -- Load level 2\r
+ currentMap = map2\r
+ level = 2\r
+ pixel.x, pixel.y = 3, 3\r
+ gameState = "playing"\r
+ message = ""\r
+ elseif pendingLevel == nil then\r
+ -- Finished game, could reset or quit\r
+ love.event.quit()\r
+ end\r
+ return\r
+ end\r
+\r
+ local newX, newY = pixel.x, pixel.y\r
+\r
+ if key == "right" then newX = newX + 1\r
+ elseif key == "left" then newX = newX - 1\r
+ elseif key == "down" then newY = newY + 1\r
+ elseif key == "up" then newY = newY - 1\r
+ end\r
+\r
+ -- Bounds and wall check\r
+ if currentMap[newY] and currentMap[newY][newX] and currentMap[newY][newX] ~= 1 then\r
+ pixel.x, pixel.y = newX, newY\r
+\r
+ -- Check for goal tile\r
+ if currentMap[pixel.y][pixel.x] == 2 then\r
+ nextLevel()\r
+ end\r
+ end\r
+\r
+end\r
+\r
+function love.draw()\r
+ if gameState == "intro" then\r
+ love.graphics.clear(1, 1, 1, 1)\r
+ love.graphics.origin()\r
+\r
+ -- Draw to the low-res text canvas\r
+ love.graphics.setCanvas(introTextCanvas)\r
+ love.graphics.clear(1, 1, 1, 0) -- transparent white background\r
+ love.graphics.setColor(0, 0, 0, 1)\r
+ love.graphics.setFont(cuneiformFont)\r
+ love.graphics.printf(IntroMessage, 0, 0, introTextCanvas:getWidth(), "center")\r
+ love.graphics.setCanvas()\r
+\r
+ -- Draw the canvas scaled up\r
+ local scale = PixelationScale -- pixelation scale factor\r
+ local canvasX = (love.graphics.getWidth() - introTextCanvas:getWidth() * scale) / 2\r
+ local canvasY = 100 -- top offset\r
+\r
+ love.graphics.setColor(1, 1, 1, 1)\r
+ love.graphics.draw(introTextCanvas, canvasX, canvasY, 0, scale, scale)\r
+\r
+ return\r
+ end\r
+\r
+ if gameState == "transition" then\r
+ love.graphics.clear(1, 1, 1, 1)\r
+ love.graphics.origin()\r
+\r
+ -- Draw to the low-res text canvas\r
+ love.graphics.setCanvas(TransitionTextCanvas)\r
+ love.graphics.clear(1, 1, 1, 0) -- transparent white background\r
+ love.graphics.setColor(0, 0, 0, 1)\r
+ love.graphics.setFont(cuneiformFont)\r
+ love.graphics.printf(Trans1Message, 0, 0, TransitionTextCanvas:getWidth(), "center")\r
+ love.graphics.setCanvas()\r
+\r
+ -- Draw the canvas scaled up\r
+ local scale = PixelationScale -- pixelation scale factor\r
+ local canvasX = (love.graphics.getWidth() - TransitionTextCanvas:getWidth() * scale) / 2\r
+ local canvasY = 100 -- top offset\r
+\r
+ love.graphics.setColor(1, 1, 1, 1)\r
+ love.graphics.draw(TransitionTextCanvas, canvasX, canvasY, 0, scale, scale)\r
+\r
+ return\r
+ end\r
+\r
+ -- Draw to the low-resolution canvas\r
+ love.graphics.setCanvas(canvas)\r
+ love.graphics.clear(1, 1, 1, 1) -- background: white\r
+\r
+ -- Draw the map tiles\r
+ for y = 1, #currentMap do\r
+ for x = 1, #currentMap[y] do\r
+ local tile = currentMap[y][x]\r
+ if tile == 1 then\r
+ love.graphics.setColor(0, 0, 0) -- wall: dark gray\r
+ love.graphics.rectangle("fill", x - 1, y - 1, 1, 1)\r
+ elseif tile == 2 then\r
+ love.graphics.setColor(0, 1, 0) -- goal: green\r
+ love.graphics.rectangle("fill", x - 1, y - 1, 1, 1)\r
+ end\r
+ end\r
+ end\r
+\r
+ -- Draw the player\r
+ love.graphics.setColor(0, 0, 0) -- player: black\r
+ love.graphics.rectangle("fill", pixel.x - 1, pixel.y - 1, 1, 1)\r
+\r
+ love.graphics.setCanvas()\r
+\r
+ -- Reset to main screen and draw the scaled canvas\r
+ love.graphics.setCanvas()\r
+ love.graphics.setColor(1, 1, 1)\r
+ love.graphics.scale(scale)\r
+ love.graphics.draw(canvas, 0, 0)\r
+\r
+ if message ~= "" then\r
+ love.graphics.origin() -- reset scaling\r
+ love.graphics.setColor(1, 1, 1)\r
+ love.graphics.print("GameState: " .. tostring(gameState), 10, 10)\r
+ end\r
+end\r
+\r
+function nextLevel()\r
+ if level == 1 then\r
+ message = TransitionMessage\r
+ gameState = "transition"\r
+ pendingLevel = 2\r
+ love.audio.stop()\r
+ love.audio.play(transitionSound1)\r
+ else\r
+ message = "You finished the game!"\r
+ gameState = "transition"\r
+ pendingLevel = nil\r
+ end\r
+end\r
+\r
+function love.update(dt)\r
+ if transitioning then\r
+ transitionTimer = transitionTimer - dt\r
+ if transitionTimer <= 0 then\r
+ transitioning = false\r
+ message = ""\r
+\r
+ -- Switch to next level after delay\r
+ if pendingLevel == 2 then\r
+ currentMap = map2\r
+ level = 2\r
+ pixel.x = 3\r
+ pixel.y = 3\r
+ end\r
+ end\r
+ end\r
+end\r