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- inspect = require("inspect")
- function love.load()
- gameTable = {}
- gameTable[0] = {}
- table.insert(gameTable[0], {value=2, posX = 0, posY = 0})
- table.insert(gameTable[0], {value=4, posX = 100, posY = 100})
- table.insert(gameTable[0], {value=8, posX = 200, posY = 200})
- -- gameTable[0][0] = {value=2, posX = 0, posY = 0}
- -- gameTable[0][1] = {value=4, posX = 100, posY = 100}
- -- gameTable[0][2] = {value=8, posX = 200, posY = 200}
- -- block2 = love.graphics.newQuad(0, 0, 107, 107, allBlocks:getDimensions()) --2
- -- block4 = love.graphics.newQuad(141, 0, 107, 107, allBlocks:getDimensions()) -- 4
- -- block8 = love.graphics.newQuad(278, 0, 107, 107, allBlocks:getDimensions()) -- 4
- sourceBlocks = love.graphics.newImage('images/blocks.png')
- blocks = {}
- table.insert(blocks, love.graphics.newQuad(0, 0, 107, 107, sourceBlocks:getDimensions()))
- table.insert(blocks, love.graphics.newQuad(141, 0, 107, 107, sourceBlocks:getDimensions()))
- table.insert(blocks, love.graphics.newQuad(278, 0, 107, 107, sourceBlocks:getDimensions()))
- table.insert(blocks, love.graphics.newQuad(415, 0, 107, 107, sourceBlocks:getDimensions()))
- posX = 0
- posY = 0
- end
- function love.draw()
- for index, quad in pairs(blocks) do
- love.graphics.draw(sourceBlocks, quad, posX, posY)
- posX = posX + 127
- if (posX >= 635) then
- posX = 0
- posY = 0
- else
- posY = 137
- end
- end
- end
- function love.update(dt)
- end
- function drawBlock(cell)
- love.graphics.rectangle("fill", cell.posX, cell.posY, 100, 100)
- end
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