here it is. for reference i am making a game about spelling words to cast spells
import "Player.lua"
import "Map.lua"
import "Enemy.lua"
import "CoreLibs/object"
import "CoreLibs/graphics"
import "CoreLibs/sprites"
import "CoreLibs/timer"
local pd <const> = playdate
local gfx <const> = pd.graphics
tileSize = 32
letters = {'A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z','Submit'}
pd.display.setInverted(true)
PLANT_WORDS = {
"PLANT","LEAF", "ROOT", "VINE", "BLOOM", "SPROUT", "SEED", "PETAL", "STEM", "FLOWER", "TREE",
"FOREST", "GRASS", "HERB", "SHRUB", "MOSS", "FERN", "SAP", "BUD", "BRANCH", "GARDEN", "GROW", "NATURE",
"WILD", "WILDERNESS", "JUNGLE", "BUSH", "CREEPER", "TWIG", "FROND", "CANOPY", "FOLIAGE", "THORN", "BARK", "CLOVER",
"DANDELION", "IVY", "LAWN", "MEADOW", "ORCHARD", "POLLEN", "VIRIDIAN"
}
FIRE_WORDS = {
"SUN","FIRE","FLAME", "EMBER", "BLAZE", "SCORCH", "IGNITE", "INFERNO", "TORCH", "COMBUST", "BONFIRE", "SPARK",
"CHAR", "SINGE", "PYRE", "HEAT", "FIRESTORM", "WILDFIRE", "FURNACE", "CANDLE", "ASHES", "SMOKE", "BURN", "GLOW",
"LIGHT", "FLARE", "BLAZING", "SIZZLE", "ROAST", "TOAST", "KINDLE", "FURY", "RAGE", "BURNING"
}
EARTH_WORDS = {
"ROCK", "STONE", "SOIL", "BOULDER", "MUD", "CLAY", "DIRT", "SAND", "QUARTZ", "CAVE",
"MOUNTAIN", "VALLEY", "HILL", "PLATEAU", "CRUST", "CORE", "MINERAL", "FOSSIL", "TERRAIN", "PEBBLE", "GRAVEL",
"BEDROCK", "GEODE", "CANYON", "CAVERN", "DUNE", "GEOLOGY", "LAND", "LANDSCAPE", "TOPOGRAPHY", "EARTHQUAKE", "EROSION", "SEDIMENT"
}
HEALING_WORDS = {
"HEAL", "MEND", "SOOTHE", "CURE", "RESTORE", "REMEDY", "REJUVENATE", "COMFORT", "RELIEF", "THERAPY",
"MEDICINE", "WELLNESS", "TRANQUILITY", "SERENITY", "BALANCE", "NOURISH", "REGENERATE", "REVITALIZE", "SUPPORT", "RECOVERY", "LIFE",
"VITALITY", "ENERGY", "STRENGTH", "IMMUNITY", "PROTECT", "SHIELD", "BARRIER", "FORTIFY", "DEFEND", "GUARD"
}
WATER_WORDS = {
"WAVE", "STREAM", "RAIN", "FLOOD", "DRIP", "POOL", "OCEAN", "LAKE", "RIVER", "TIDE",
"CURRENT", "SPRAY", "MIST", "DROPLET", "RIPPLE", "WATERFALL", "BROOK", "AQUIFER", "SPRING", "DELTA", "BAY","DRINK", "SPLASH", "SOAK",
"DRENCH", "SUBMERGE", "SWIM", "FLOAT", "DIVE", "SURGE", "CLEANSE", "REFRESH", "HYDRATE"
}
map = Map("images/Tile", map_1)
player = Player(playerStartX, playerStartY, gfx.image.new("images/Player"))
function contains(table, element)
for _, value in pairs(table) do
if value == element then
return true
end
end
return false
end
function indexOf(table, element)
for index, value in pairs(table) do
if value == element then
return index
end
end
return 0
end
function advanceTime()
end