Comment out some unused input.lua logic
Finally back to a state where luacheck passes
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@ -37,8 +37,8 @@ world:filteredSystem(
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system.world:addEntity({
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system.world:addEntity({
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collisionBetween = {
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collisionBetween = {
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collider = collider,
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collider = collider,
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collidedInto = e
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collidedInto = e,
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}
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},
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})
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})
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end
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end
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end
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end
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@ -18,33 +18,33 @@ function love.keypressed(key, _, _)
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keyState[key] = true
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keyState[key] = true
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end
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end
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function ClearKeyState()
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-- function ClearKeyState()
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for key in pairs(keyState) do
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-- for key in pairs(keyState) do
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keyState[key] = nil
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-- keyState[key] = nil
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end
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-- end
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end
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-- end
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local mouse = world:filteredSystem("mouse", { mouseKeyPress = { position = T.XyPair, key = T.number } })
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-- local mouse = world:filteredSystem("mouse", { mouseKeyPress = { position = T.XyPair, key = T.number } })
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--
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function MouseJustPressed(key, clear)
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-- function MouseJustPressed(key, clear)
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clear = clear ~= nil and clear or true
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-- clear = clear ~= nil and clear or true
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for _, event in pairs(mouse.entities) do
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-- for _, event in pairs(mouse.entities) do
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if event.mouseKeyPress and event.mouseKeyPress.key == key then
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-- if event.mouseKeyPress and event.mouseKeyPress.key == key then
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if clear then
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-- if clear then
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event.mouseKeyPress = nil
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-- event.mouseKeyPress = nil
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world:removeEntity(event)
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-- world:removeEntity(event)
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end
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-- end
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return true
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-- return true
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end
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-- end
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end
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-- end
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return false
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-- return false
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end
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-- end
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--
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local mouseX, mouseY = -9999, -9999
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-- local mouseX, mouseY = -9999, -9999
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--
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function love.mousemoved(x, y)
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-- function love.mousemoved(x, y)
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mouseX, mouseY = x, y
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-- mouseX, mouseY = x, y
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end
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-- end
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function love.mousepressed(x, y, key)
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function love.mousepressed(x, y, key)
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world:addEntity({
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world:addEntity({
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@ -2,9 +2,7 @@ local world = require("world")
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local sqrt = math.sqrt
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local sqrt = math.sqrt
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world:filteredSystem("velocity", { position = T.XyPair, velocity = T.XyPair }, function(e, dt, _)
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world:filteredSystem("velocity", { position = T.XyPair, velocity = T.XyPair }, function(e, dt, _)
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if sqrt((e.velocity.x * e.velocity.x) + (e.velocity.y * e.velocity.y)) < 2 then
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if sqrt((e.velocity.x * e.velocity.x) + (e.velocity.y * e.velocity.y)) >= 2 then
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-- velocity = nil
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else
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e.position.x = e.position.x + (e.velocity.x * dt)
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e.position.x = e.position.x + (e.velocity.x * dt)
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e.position.y = e.position.y + (e.velocity.y * dt)
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e.position.y = e.position.y + (e.velocity.y * dt)
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end
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end
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