A pong clone, but with a twist!
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  1. --CALLING OTHER LUA FILES
  2. require "src/dependencies"
  3. io.stdout:setvbuf("no")
  4. --CANCELLED ATTEMPETED SHADING (NOT WORKING)
  5. local shader_code =
  6. [[
  7. vec4 effect(vec4 color, Image image, vec2 uvs, vec2 screen_coords) {
  8. vec4 pixel = Texel(image,uvs);
  9. return pixel * color;
  10. }
  11. ]]
  12. debug = true
  13. --GLOBAL VARIABLES
  14. gameMode = "normal"
  15. ts = 0
  16. globalState = "menu"
  17. timeIsSlow = false
  18. timeIsSlow2 = false
  19. originalSpeed = 200
  20. explosionRange = 0
  21. blockinput = false
  22. wall1width = 30
  23. nuclearanimation = 3
  24. easternum = 0
  25. ball_DIR = 0
  26. updaterate = 0.015
  27. RED = 255
  28. hitNum = {}
  29. hitNum[1] = 0
  30. hitNum[2] = 0
  31. hitNum[3] = 0
  32. confirmation = "N"
  33. hitNum[4] = 0
  34. p1bonus = 0
  35. p2bonus = 0
  36. hitNum[5] = 0
  37. hitNum[6] = 0
  38. GREEN = 255
  39. IP = '45.76.95.31'
  40. BLUE = 255
  41. updateTEXT = "Chalkboard Update"
  42. maxBalls = 1
  43. playerCount = 1
  44. player1reverbav = 0
  45. playertext = "1v1"
  46. player2reverbav = 0
  47. elapsed = 0
  48. rotation = 0
  49. TEXT = "Nuclear Pong"
  50. currentKey = " "
  51. ptw = 10
  52. --CHECKING IF CONTROLS ARE TAKEN
  53. danger = "none"
  54. danger2 = "none"
  55. nuckemodactive = 0
  56. maxspeed = 700
  57. DIFFERENCE_X = 1
  58. DIFFERENCE_Y = 1
  59. paddle_SPEED = 20
  60. textamount = 15
  61. AI_STRIKEMOD = 1000
  62. resolutionWin = 0
  63. AGAINST_AI = 0
  64. RESOLUTION_SET = 0
  65. AI_NUKEMOD = 1000
  66. animstart = true
  67. AI_SPEED = 30
  68. craz = 0
  69. AI_LEVEL = 500
  70. isFullscreen = 0
  71. prtext = "Easy"
  72. lastSentKey = "c"
  73. MAP_TYPE = 0
  74. lastSentKeyClient = "c"
  75. difficultyl = 300
  76. req = "pp"
  77. ballSet = 200
  78. p1control = {up = "a", down = "z", super = "s", counter = "x"}
  79. p2control = {up = ";", down = ".", super = "l", counter = ","}
  80. synctext = "Independent"
  81. synctype = 0
  82. function newButton(text, fn)
  83. return {
  84. text = text,
  85. fn = fn,
  86. now = false,
  87. last = false
  88. }
  89. end
  90. function love.keyboard.mouseWasReleased()
  91. return love.keyboard.mouseisReleased
  92. end
  93. function autoSave(dt)
  94. autoTimer = autoTimer + dt
  95. end
  96. function balancer()
  97. if (player2score == 9 or player1score == 9) then
  98. shakeDuration = 5
  99. if debug then
  100. --print("Shaking set to match almost over")
  101. end
  102. end
  103. if (player1score < player2score) then
  104. p1bonus = (player2score - player1score) * 5
  105. else
  106. p1bonus = 0
  107. end
  108. if (player2score < player1score) then
  109. p2bonus = (player1score - player2score) * 5
  110. else
  111. p2bonus = 0
  112. end
  113. end
  114. function newWall(wallx, wally, wallwidth, wallheight)
  115. return {
  116. wallx = wallx,
  117. wally = wally,
  118. walwidth = wallwidth,
  119. wallheight = wallheight
  120. }
  121. end
  122. speedParameters = {}
  123. buttons = {}
  124. IPselect = {}
  125. difbuttons = {}
  126. settings = {}
  127. walls = {}
  128. editorpicks = {}
  129. controlSettings = {}
  130. modeSelectorButtons = {}
  131. pracdiff = {}
  132. playerCountButtons = {}
  133. function controlChanger()
  134. if (gameState == "assign") then
  135. love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255)
  136. love.graphics.printf("SELECT BUTTON", 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center")
  137. end
  138. end
  139. function love.load()
  140. love.keyboard.setKeyRepeat(true)
  141. simpleScale.setWindow(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT)
  142. configfile = io.open("config.lua", "r")
  143. configsave = io.open("config.lua", "w")
  144. shader = love.graphics.newShader(shader_code)
  145. time_1 = 0
  146. --print("Debug active")
  147. --load
  148. testwalls = love.filesystem.load("save.lua")()
  149. if testwalls ~= nil then
  150. walls = love.filesystem.load("save.lua")()
  151. end
  152. light = 0
  153. image = love.graphics.newImage("Madi.png")
  154. table.insert(
  155. editorpicks,
  156. newButton(
  157. "C",
  158. function()
  159. for k in pairs(walls) do
  160. walls[k] = nil
  161. end
  162. end
  163. )
  164. )
  165. table.insert(
  166. editorpicks,
  167. newButton(
  168. "S",
  169. function()
  170. love.filesystem.write("save.lua", serialize(walls))
  171. end
  172. )
  173. )
  174. table.insert(
  175. editorpicks,
  176. newButton(
  177. "L",
  178. function()
  179. walls = love.filesystem.load("save.lua")()
  180. end
  181. )
  182. )
  183. table.insert(
  184. buttons,
  185. newButton(
  186. "Singleplayer",
  187. function()
  188. gameState = "gameMode"
  189. end
  190. )
  191. )
  192. table.insert(
  193. buttons,
  194. newButton(
  195. "Online",
  196. function()
  197. MAP_TYPE = 0
  198. gameState = "chooseIP"
  199. end
  200. )
  201. )
  202. table.insert(
  203. IPselect,
  204. newButton(
  205. "Host",
  206. function()
  207. globalState = "nettest"
  208. AGAINST_AI = 0
  209. gameState = "1serve"
  210. end
  211. )
  212. )
  213. table.insert(
  214. IPselect,
  215. newButton(
  216. "Guest",
  217. function()
  218. globalState = "clienttest"
  219. AGAINST_AI = 0
  220. gameState = "1serve"
  221. end
  222. )
  223. )
  224. table.insert(
  225. buttons,
  226. newButton(
  227. "Multiplayer",
  228. function()
  229. gameState = "multiMode"
  230. end
  231. )
  232. )
  233. table.insert(
  234. buttons,
  235. newButton(
  236. "Settings",
  237. function()
  238. AGAINST_AI = 0
  239. gameState = "windowsettings"
  240. end
  241. )
  242. )
  243. table.insert(
  244. buttons,
  245. newButton(
  246. "Exit",
  247. function()
  248. love.event.quit(0)
  249. end
  250. )
  251. )
  252. table.insert(
  253. difbuttons,
  254. newButton(
  255. "Easy",
  256. function()
  257. hardmanager("easy")
  258. end
  259. )
  260. )
  261. table.insert(
  262. difbuttons,
  263. newButton(
  264. "Normal",
  265. function()
  266. hardmanager("normal")
  267. end
  268. )
  269. )
  270. table.insert(
  271. difbuttons,
  272. newButton(
  273. "Hard",
  274. function()
  275. hardmanager("hard")
  276. end
  277. )
  278. )
  279. table.insert(
  280. difbuttons,
  281. newButton(
  282. "Smart",
  283. function()
  284. hardmanager("smart")
  285. end
  286. )
  287. )
  288. --table.insert(
  289. -- settings,
  290. -- newButton(
  291. -- "Change Map",
  292. -- function()
  293. -- MAP_TYPE = MAP_TYPE + 1
  294. -- end
  295. -- )
  296. --)
  297. table.insert(
  298. settings,
  299. newButton(
  300. "Toggle Fullscreen",
  301. function()
  302. myscreen:toggle(VIRTUAL_HEIGHT, VIRTUAL_WIDTH)
  303. DIFFERENCE_X = myscreen.c
  304. DIFFERENCE_Y = myscreen.d
  305. end
  306. )
  307. )
  308. table.insert(
  309. settings,
  310. newButton(
  311. "Editor",
  312. function()
  313. gameState = "editor"
  314. end
  315. )
  316. )
  317. table.insert(
  318. settings,
  319. newButton(
  320. "Speed Settings",
  321. function()
  322. gameState = "speedSettings"
  323. end
  324. )
  325. )
  326. table.insert(
  327. settings,
  328. newButton(
  329. "Control Settings",
  330. function()
  331. gameState = "controlSettings"
  332. end
  333. )
  334. )
  335. table.insert(
  336. settings,
  337. newButton(
  338. "Back to Menu",
  339. function()
  340. gameState = "menu"
  341. end
  342. )
  343. )
  344. table.insert(
  345. speedParameters,
  346. newButton(
  347. "Back to Menu",
  348. function()
  349. gameState = "windowsettings"
  350. end
  351. )
  352. )
  353. --table.insert(speedParameters, newButton("Ball Speed: ", function() speedSetter('ball') end))
  354. table.insert(
  355. playerCountButtons,
  356. newButton(
  357. "Ball Speed: ",
  358. function()
  359. speedSetter("ball")
  360. end
  361. )
  362. )
  363. --table.insert(speedParameters, newButton("snc", function() speedSetter('snc') end))
  364. table.insert(
  365. playerCountButtons,
  366. newButton(
  367. "snc",
  368. function()
  369. speedSetter("snc")
  370. end
  371. )
  372. )
  373. table.insert(
  374. speedParameters,
  375. newButton(
  376. "NUCLEAR MODE",
  377. function()
  378. speedSetter("nuclearmod")
  379. end
  380. )
  381. )
  382. table.insert(
  383. controlSettings,
  384. newButton(
  385. "1up",
  386. function()
  387. gameState = "assign"
  388. req = "p1up"
  389. end
  390. )
  391. )
  392. table.insert(
  393. controlSettings,
  394. newButton(
  395. "1down",
  396. function()
  397. gameState = "assign"
  398. req = "p1down"
  399. end
  400. )
  401. )
  402. table.insert(
  403. controlSettings,
  404. newButton(
  405. "1special",
  406. function()
  407. gameState = "assign"
  408. req = "p1super"
  409. end
  410. )
  411. )
  412. table.insert(
  413. controlSettings,
  414. newButton(
  415. "1ct",
  416. function()
  417. gameState = "assign"
  418. req = "p1ct"
  419. end
  420. )
  421. )
  422. table.insert(
  423. controlSettings,
  424. newButton(
  425. "2up",
  426. function()
  427. gameState = "assign"
  428. req = "p2up"
  429. end
  430. )
  431. )
  432. table.insert(
  433. controlSettings,
  434. newButton(
  435. "2down",
  436. function()
  437. gameState = "assign"
  438. req = "p2down"
  439. end
  440. )
  441. )
  442. table.insert(
  443. controlSettings,
  444. newButton(
  445. "2special",
  446. function()
  447. gameState = "assign"
  448. req = "p2super"
  449. end
  450. )
  451. )
  452. table.insert(
  453. controlSettings,
  454. newButton(
  455. "2ct",
  456. function()
  457. gameState = "assign"
  458. req = "p2ct"
  459. end
  460. )
  461. )
  462. table.insert(
  463. controlSettings,
  464. newButton(
  465. "Default",
  466. function()
  467. p1control = {up = "a", down = "z", super = "s", counter = "x"}
  468. p2control = {up = ";", down = ".", super = "l", counter = ","}
  469. end
  470. )
  471. )
  472. table.insert(
  473. controlSettings,
  474. newButton(
  475. "Return",
  476. function()
  477. gameState = "windowsettings"
  478. end
  479. )
  480. )
  481. table.insert(
  482. modeSelectorButtons,
  483. newButton(
  484. "Nuclear Pong",
  485. function()
  486. gameState = "difficulty"
  487. end
  488. )
  489. )
  490. table.insert(
  491. modeSelectorButtons,
  492. newButton(
  493. "Main Menu",
  494. function()
  495. gameState = "menu"
  496. end
  497. )
  498. )
  499. table.insert(
  500. pracdiff,
  501. newButton(
  502. "Silverblade",
  503. function()
  504. speedSetter("practice")
  505. end
  506. )
  507. )
  508. table.insert(
  509. pracdiff,
  510. newButton(
  511. "Return",
  512. function()
  513. speedSetter("reset")
  514. gameState = "gameMode"
  515. end
  516. )
  517. )
  518. table.insert(
  519. pracdiff,
  520. newButton(
  521. "Go!",
  522. function()
  523. gameMode = "practice"
  524. hardmanager("practice")
  525. end
  526. )
  527. )
  528. --table.insert(playerCountButtons, newButton("1v1", function() speedSetter('pc') end))
  529. table.insert(
  530. playerCountButtons,
  531. newButton(
  532. "ballCount",
  533. function()
  534. speedSetter("ballz")
  535. end
  536. )
  537. )
  538. table.insert(
  539. difbuttons,
  540. newButton(
  541. "ballCount",
  542. function()
  543. speedSetter("ballz")
  544. end
  545. )
  546. )
  547. table.insert(
  548. playerCountButtons,
  549. newButton(
  550. "Return",
  551. function()
  552. speedSetter("reset")
  553. gameState = "menu"
  554. end
  555. )
  556. )
  557. table.insert(
  558. playerCountButtons,
  559. newButton(
  560. "ptw",
  561. function()
  562. speedSetter("ptw")
  563. end
  564. )
  565. )
  566. table.insert(
  567. playerCountButtons,
  568. newButton(
  569. "Play",
  570. function()
  571. AGAINST_AI = 0
  572. gameState = "1serve"
  573. globalState = "base"
  574. end
  575. )
  576. )
  577. table.insert(
  578. playerCountButtons,
  579. newButton(
  580. "Reverse Play",
  581. function()
  582. gameState = "1serve"
  583. gameMode = "reversegame"
  584. globalState = "base"
  585. end
  586. )
  587. )
  588. --table.insert(speedParameters, newButton("Ball Speed: ", function() speedSetter() end))
  589. love.window.setTitle("NUCLEAR PONG")
  590. textphrases = {
  591. "Amazing",
  592. "Superb",
  593. "Absolutely beautiful!",
  594. "Awesome",
  595. "Look at That!",
  596. "Great",
  597. "Nice",
  598. "Boom!",
  599. "Dangerous!",
  600. "Astonishing!",
  601. "u/ebernerd saved me",
  602. "Absolutely Wonderful!",
  603. "Exsquisite",
  604. "Delicate",
  605. "Pow!",
  606. "Great Hit",
  607. "all hail nazarbayev"
  608. }
  609. sounds = {
  610. ["updateMusic"] = love.audio.newSource("audio/theme1.mp3", "static"),
  611. ["gayTheme"] = love.audio.newSource("audio/theme2.mp3", "static"),
  612. ["gayTheme2"] = love.audio.newSource("audio/theme3.mp3", "static"),
  613. ["gayTheme3"] = love.audio.newSource("audio/theme4.mp3", "static"),
  614. ["beep"] = love.audio.newSource("audio/hit1.mp3", "static"),
  615. ["wallhit"] = love.audio.newSource("audio/hit2.wav", "static"),
  616. ["win"] = love.audio.newSource("win.wav", "static"),
  617. ["score"] = love.audio.newSource("audio/score.wav", "static"),
  618. ["nuke"] = love.audio.newSource("audio/bomb.wav", "static"),
  619. ["striking"] = love.audio.newSource("audio/superhit.wav", "static"),
  620. ["nuclearhit"] = love.audio.newSource("audio/hit1.mp3", "static"),
  621. ["time"] = love.audio.newSource("audio/time.wav", "static")
  622. }
  623. love.graphics.setDefaultFilter("nearest", "nearest")
  624. --comic sans lmao
  625. math.randomseed(os.time())
  626. smallfont = love.graphics.newFont("font.ttf", 25)
  627. scorefont = love.graphics.newFont("font.ttf", 60)
  628. love.graphics.setFont(smallfont)
  629. --push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, {
  630. -- fullscreen = isFullscreen,
  631. -- resizable = true,
  632. -- vsync = true,
  633. --})
  634. player1score = 0
  635. player2score = 0
  636. areanuclear = 0
  637. player1nukescore = 0
  638. player2nukescore = 0
  639. striken = 0
  640. soundtype = 1
  641. soundturn = 1
  642. potentialstrike1 = 0
  643. potentialstrike2 = 0
  644. potentialnuke1 = 0
  645. potentialnuke2 = 0
  646. player1striken = 0
  647. player2striken = 0
  648. randomtext = 0
  649. selecting = 0
  650. number = 0
  651. elec = 1
  652. INDIC = {
  653. "",
  654. "",
  655. "",
  656. ""
  657. }
  658. --playe1nuke
  659. player1 = paddle(0, 30, 10, 100, 1)
  660. player2 = paddle(VIRTUAL_WIDTH * 0.99, VIRTUAL_HEIGHT * 0.88, 10, 100, 2)
  661. player3 = paddle(5000, 5000, 10, 100)
  662. player4 = paddle(5000, 5000, 10, 100)
  663. ball = {}
  664. ball[1] = eball(VIRTUAL_WIDTH / 2, VIRTUAL_HEIGHT / 2 - 2, 16, 16)
  665. ball[2] = eball(VIRTUAL_WIDTH / 1.9, VIRTUAL_HEIGHT / 2 - 2, 16, 16)
  666. ball[3] = eball(VIRTUAL_WIDTH / 1.8, VIRTUAL_HEIGHT / 2 - 2, 16, 16)
  667. ball[4] = eball(VIRTUAL_WIDTH / 2.2, VIRTUAL_HEIGHT / 2 - 2, 16, 16)
  668. ball[5] = eball(VIRTUAL_WIDTH / 2.1, VIRTUAL_HEIGHT / 2 - 2, 16, 16)
  669. myscreen = fullScreener(RESOLUTION_SET, isFullscreen, DIFFERENCE_X, DIFFERENCE_Y)
  670. mymenu = mainMenu()
  671. ballSpeed = 200
  672. ballDX = math.random(2) == 1 and 100 or -100
  673. ballDY = math.random(-50, 50)
  674. gameState = "animation"
  675. end
  676. t = 0
  677. shakeDuration = 0
  678. shakeMagnitude = 1
  679. function startShake(duration, magnitude)
  680. t, shakeDuration, shakeMagnitude = 0, duration or 1, magnitude or 5
  681. end
  682. function displayFPS()
  683. --love.window.setTitle(love.timer.getFPS())
  684. love.window.setTitle(globalState .. " " .. gameState)
  685. if love.keyboard.isDown("space") then
  686. player1nukescore = 200
  687. player1score = player1score + 0.2
  688. player2nukescore = 200
  689. end
  690. end
  691. function speedControl()
  692. if (ballSpeed > maxspeed and gameState == "play") then
  693. ballSpeed = maxspeed
  694. end
  695. end
  696. function love.update(dt)
  697. --print("IMPORTANT!!!!!" .. globalState .. gameState)
  698. staticanimatorcounter(dt)
  699. musicController('norm', 1)
  700. if debug then
  701. displayFPS()
  702. end
  703. if globalState == "base" then
  704. basegame(dt)
  705. end
  706. if globalState == "menu" then
  707. debugCheck(dt)
  708. end
  709. if globalState == "nettest" then
  710. --print("Confcode: " .. confirmation)
  711. if confirmation == "N" then
  712. basegame(dt)
  713. end
  714. nettest(dt)
  715. end
  716. if globalState == "clienttest" then
  717. ts = ts + dt
  718. if confirmation == "N" then
  719. lastSentKeyP1 = lastSentKeyClient
  720. clientsBaseGame(dt)
  721. end
  722. clienttest(dt)
  723. end
  724. end
  725. serverinit = false
  726. datawaspassedtimer = 0
  727. clientinit = false
  728. function love.textinput(t)
  729. if gameState == "chooseIP" then
  730. IP = IP .. t
  731. end
  732. end
  733. function nettest(dt)
  734. if serverinit == false then
  735. local socket = require "socket"
  736. local address, port = IP, 12345
  737. print(address)
  738. udp = socket.udp()
  739. udp:setpeername(address, port)
  740. udp:settimeout(0)
  741. serverinit = true
  742. end
  743. for i = 1, maxBalls do
  744. ts = ts + dt
  745. if ts > updaterate then
  746. udp:send(tostring(lastSentKey) ..
  747. '|' .. tostring(ball[1].dy) ..
  748. '|' .. tostring(player2.y) ..
  749. '|' .. tostring(player1.y) ..
  750. '|' .. tostring(player1score) ..
  751. '|' .. tostring(player2score) ..
  752. '|' .. tostring(player1nukescore) ..
  753. '|' .. tostring(player2nukescore) ..
  754. '|' .. tostring(ball[1].x) ..
  755. '|' .. tostring(ball[1].y) ..
  756. '|' .. gameState ..
  757. '|' .. tostring(ball[1].dx) ..
  758. '|' .. tostring(ballSpeed) ..
  759. '|' .. tostring(paddle_SPEED) ..
  760. "|HOST")
  761. ts = 0
  762. end
  763. end
  764. local data
  765. local datanumtest = 0
  766. local datawaspassed = false
  767. repeat
  768. datanumtest = datanumtest + 1
  769. print("LATENCY: " .. tostring(datanumtest))
  770. data = udp:receive()
  771. if data then
  772. datawaspassed = true
  773. print("ReceivedINFO: " .. data)
  774. confirmation = "N"
  775. local p = split(data, '|')
  776. if p[15] then
  777. if p[15] ~= "CLIENT" then
  778. confirmation = "U"
  779. end
  780. else
  781. confirmation = "U"
  782. end
  783. if tonumber(p[16]) > 90 then
  784. confirmation = "L"
  785. end
  786. if (ball[1].dx > 0 and ball[1].x >= 40) or (ball[1].dx <= 0 and ball[1].x > VIRTUAL_WIDTH - 40) then
  787. die = tonumber(p[2])
  788. lastSentKeyClient,
  789. ball[1].dy,
  790. player2.y,
  791. player1score,
  792. player2score,
  793. player1nukescore,
  794. player2nukescore,
  795. ball[1].x,
  796. ball[1].y,
  797. gameState,
  798. ball[1].dx,
  799. ballSpeed,
  800. paddle_SPEED = p[1], die, tonumber(p[4]), tonumber(p[5]), tonumber(p[6]), tonumber(p[7]), tonumber(p[8]), tonumber(p[9]), tonumber(p[10]), p[11], tonumber(p[12]), tonumber(p[13]), tonumber(p[14])
  801. else
  802. lastSentKeyClient = p[1]
  803. player2.y = tonumber(p[4])
  804. end
  805. end
  806. until not data
  807. if not datawaspassed then
  808. datawaspassedtimer = datawaspassedtimer + 1
  809. if datawaspassedtimer > 5 then
  810. confirmation = "D"
  811. datawaspassedtimer = 0
  812. end
  813. else
  814. datawaspassedtimer = 0
  815. end
  816. end
  817. function clienttest(dt)
  818. if clientinit == false then
  819. local socket = require "socket"
  820. local address, port = IP, 12345
  821. udp = socket.udp()
  822. udp:setpeername(address, port)
  823. udp:settimeout(0)
  824. udp:send(tostring(lastSentKey) ..'|' .. player2.y .. "|CLIENT")
  825. clientinit = true
  826. end
  827. ts = ts + dt
  828. if ts > updaterate then
  829. udp:send(tostring(lastSentKey) ..
  830. '|' .. tostring(ball[1].dy) ..
  831. '|' .. tostring(player1.y) ..
  832. '|' .. tostring(player2.y) ..
  833. '|' .. tostring(player1score) ..
  834. '|' .. tostring(player2score) ..
  835. '|' .. tostring(player1nukescore) ..
  836. '|' .. tostring(player2nukescore) ..
  837. '|' .. tostring(ball[1].x) ..
  838. '|' .. tostring(ball[1].y) ..
  839. '|' .. gameState ..
  840. '|' .. tostring(ball[1].dx) ..
  841. '|' .. tostring(ballSpeed) ..
  842. '|' .. tostring(paddle_SPEED) ..
  843. "|CLIENT")
  844. ts = 0
  845. end
  846. local data
  847. local datanumtest = 0
  848. local datawaspassed = false
  849. repeat
  850. datanumtest = datanumtest + 1
  851. print("LATENCY: " .. tostring(datanumtest))
  852. data = udp:receive()
  853. if data then
  854. print("RECEIVED DATA: " .. data)
  855. datawaspassed = true
  856. print("SENT TO SERVER:" .. lastSentKey)
  857. confirmation = "N"
  858. local p = split(data, '|')
  859. if p[15] then
  860. if p[15] ~= "HOST" then
  861. confirmation = "U"
  862. end
  863. if tonumber(p[16]) > 90 then
  864. confirmation = "L"
  865. end
  866. for i = 1, maxBalls do
  867. local die = tonumber(p[2])
  868. if (ball[i].dx <= 0 and ball[i].x < VIRTUAL_WIDTH - 40) or (ball[i].dx > 0 and ball[i].x < 40) then
  869. lastSentKeyClient, ball[i].dy, player1.y, player1score, player2score, player1nukescore, player2nukescore, ball[i].x, ball[i].y, gameState, ball[i].dx, ballSpeed, paddle_SPEED = p[1], die, tonumber(p[4]), tonumber(p[5]), tonumber(p[6]), tonumber(p[7]), tonumber(p[8]), tonumber(p[9]), tonumber(p[10]), p[11], tonumber(p[12]), tonumber(p[13]), tonumber(p[14])
  870. else
  871. lastSentKeyClient = p[1]
  872. player1.y = tonumber(p[4])
  873. end
  874. end
  875. else
  876. confirmation = "U"
  877. end
  878. end
  879. print("GOT: " .. lastSentKeyClient)
  880. until not data
  881. if not datawaspassed then
  882. datawaspassedtimer = datawaspassedtimer + 1
  883. if datawaspassedtimer > 5 then
  884. confirmation = "D"
  885. datawaspassedtimer = 0
  886. end
  887. else
  888. datawaspassedtimer = 0
  889. end
  890. end
  891. function wallbreaker(x, y)
  892. if (gameState == "editor") then
  893. for i, wall in ipairs(walls) do
  894. if math.abs(wall.wallx - x) < 10 and math.abs(wall.wally - y) < 10 then
  895. table.remove(walls, i)
  896. end
  897. end
  898. end
  899. end
  900. function hardmanager(diff)
  901. selecting = 1
  902. if (diff == "easy") then
  903. INDIC[1] = ">"
  904. AGAINST_AI = 1
  905. AI_SPEED = ballSet / 10
  906. AI_STRIKEMOD = 100
  907. AI_NUKEMOD = 1000
  908. AI_LEVEL = 350
  909. difficultyl = 200
  910. selecting = 0
  911. gameState = "1serve"
  912. globalState = "base"
  913. end
  914. if (diff == "normal") then
  915. INDIC[2] = ">"
  916. AI_SPEED = ballSet / 10
  917. AI_LEVEL = 500
  918. AI_NUKEMOD = 250
  919. AI_STRIKEMOD = 60
  920. AGAINST_AI = 1
  921. difficultyl = 300
  922. selecting = 0
  923. gameState = "1serve"
  924. globalState = "base"
  925. end
  926. if (diff == "hard") then
  927. INDIC[3] = ">"
  928. AI_SPEED = ballSpeed * 1.1 + 50
  929. AI_SPEED = AI_SPEED / 10
  930. AI_LEVEL = 700
  931. AI_NUKEMOD = 200
  932. AI_STRIKEMOD = 20
  933. selecting = 0
  934. difficultyl = 350
  935. AGAINST_AI = 1
  936. gameState = "1serve"
  937. globalState = "base"
  938. end
  939. if (diff == "smart") then
  940. INDIC[3] = ">"
  941. AI_SPEED = ballSpeed * 1.1 + 50
  942. AI_SPEED = AI_SPEED / 10
  943. AI_LEVEL = 1500
  944. AI_NUKEMOD = 200
  945. AI_STRIKEMOD = 20
  946. selecting = 0
  947. difficultyl = 350
  948. AGAINST_AI = 1
  949. gameState = "1serve"
  950. globalState = "base"
  951. end
  952. if (diff == "practice") then
  953. INDIC[3] = ">"
  954. AI_SPEED = ballSpeed * 500 + 50
  955. AI_SPEED = AI_SPEED / 10
  956. AI_LEVEL = 700
  957. AI_NUKEMOD = 9000000000
  958. AI_STRIKEMOD = 90000000
  959. selecting = 0
  960. difficultyl = 350
  961. AGAINST_AI = 1
  962. gameState = "base"
  963. end
  964. end
  965. function dangerChecker() --CHECK IF CONTROLS ARE DUPLICATING
  966. if (p1control.up == p1control.down) then
  967. danger = "1up"
  968. danger2 = "1down"
  969. elseif (p1control.up == p1control.super) then
  970. danger = "1up"
  971. danger2 = "1special"
  972. elseif (p1control.up == p1control.counter) then
  973. danger = "1up"
  974. danger2 = "1ct"
  975. elseif (p1control.down == p1control.super) then
  976. danger = "1down"
  977. danger2 = "1special"
  978. elseif (p1control.down == p1control.counter) then
  979. danger = "1ct"
  980. danger2 = "1down"
  981. elseif (p1control.super == p1control.counter) then
  982. danger = "1special"
  983. danger2 = "1ct"
  984. elseif (p2control.down == p2control.up) then
  985. danger = "2down"
  986. danger2 = "2up"
  987. elseif (p2control.down == p2control.super) then
  988. danger = "2down"
  989. danger2 = "2special"
  990. elseif (p2control.down == p2control.counter) then
  991. danger = "2down"
  992. danger2 = "2ct"
  993. elseif (p2control.up == p2control.super) then
  994. danger = "2up"
  995. danger2 = "2special"
  996. elseif (p2control.up == p2control.counter) then
  997. danger = "2ct"
  998. danger2 = "2up"
  999. elseif (p2control.super == p2control.counter) then
  1000. danger = "2special"
  1001. danger2 = "2ct"
  1002. else
  1003. danger = "none"
  1004. danger2 = "none"
  1005. end
  1006. end
  1007. function love.keypressed(key)
  1008. lastSentKey = key
  1009. if gameState == "chooseIP" then
  1010. if key == "backspace" then
  1011. -- get the byte offset to the last UTF-8 character in the string.
  1012. local byteoffset = utf8.offset(IP, -1)
  1013. if byteoffset then
  1014. -- remove the last UTF-8 character.
  1015. -- string.sub operates on bytes rather than UTF-8 characters, so we couldn't do string.sub(text, 1, -2).
  1016. IP = string.sub(IP, 1, byteoffset - 1)
  1017. end
  1018. end
  1019. end
  1020. if gameState == "assign" then
  1021. if (req == "p1up") then
  1022. p1control.up = key
  1023. currentKey = key
  1024. --love.window.setTitle(key)
  1025. gameState = "controlSettings"
  1026. end
  1027. if (req == "p2up") then
  1028. p2control.up = key
  1029. currentKey = key
  1030. --love.window.setTitle(key)
  1031. gameState = "controlSettings"
  1032. end
  1033. if (req == "p1down") then
  1034. p1control.down = key
  1035. currentKey = key
  1036. --love.window.setTitle(key)
  1037. gameState = "controlSettings"
  1038. end
  1039. if (req == "p2down") then
  1040. p2control.down = key
  1041. currentKey = key
  1042. -- love.window.setTitle(key)
  1043. gameState = "controlSettings"
  1044. end
  1045. if (req == "p1super") then
  1046. p1control.super = key
  1047. currentKey = key
  1048. -- love.window.setTitle(key)
  1049. gameState = "controlSettings"
  1050. end
  1051. if (req == "p2super") then
  1052. p2control.super = key
  1053. currentKey = key
  1054. -- love.window.setTitle(key)
  1055. gameState = "controlSettings"
  1056. end
  1057. if (req == "p1ct") then
  1058. p1control.counter = key
  1059. currentKey = key
  1060. -- love.window.setTitle(key)
  1061. gameState = "controlSettings"
  1062. end
  1063. if (req == "p2ct") then
  1064. p2control.counter = key
  1065. currentKey = key
  1066. --love.window.setTitle(key)
  1067. gameState = "controlSettings"
  1068. end
  1069. end
  1070. if key == "escape" then
  1071. TEXT = "Escape Key"
  1072. love.event.quit()
  1073. elseif key == "enter" or key == "return" then
  1074. if gameState == "start" then
  1075. resettinggenius()
  1076. gameState = "menu"
  1077. globalState = "menu"
  1078. hardmanager()
  1079. elseif (gameState == "done") then
  1080. if (player1score > player2score) then
  1081. gameState = "2serve"
  1082. potentialnuke1 = 0
  1083. potentialnuke2 = 0
  1084. striken = 0
  1085. if (nuckemodactive == 0) then
  1086. areanuclear = 0
  1087. nuclearanimation = 3
  1088. end
  1089. potentialstrike1 = 0
  1090. potentialstrike2 = 0
  1091. player1nukescore = 0
  1092. player2nukescore = 0
  1093. else
  1094. gameState = "1serve"
  1095. resettinggenius()
  1096. for i = 1, maxBalls do
  1097. ball[i]:reset(i)
  1098. end
  1099. end
  1100. else
  1101. gameState = "menu"
  1102. globalState = "menu"
  1103. if (love.math.random(0, 10) == 1) then
  1104. TEXT = "Nuclear Ching Chong"
  1105. else
  1106. TEXT = "Nuclear Pong"
  1107. end
  1108. resettinggenius()
  1109. for i = 1, maxBalls do
  1110. ball[i]:reset(i)
  1111. end
  1112. end
  1113. end
  1114. end
  1115. function love.keyreleased(key)
  1116. currentKey = " "
  1117. if lastSentKey == key then
  1118. lastSentKey = "g"
  1119. end
  1120. end
  1121. function speedSetter(requesttype)
  1122. if (requesttype == "ball") then
  1123. if (ballSet > 550) then
  1124. ballSet = 0
  1125. paddle_SPEED = 0
  1126. else
  1127. ballSet = ballSet + 50
  1128. paddle_SPEED = paddle_SPEED + 5
  1129. end
  1130. ballSpeed = ballSet
  1131. end
  1132. if (requesttype == "snc") then
  1133. synctype = synctype + 1
  1134. if (synctype > 1) then
  1135. synctype = 0
  1136. end
  1137. if synctype == 0 then
  1138. synctext = "Independent"
  1139. end
  1140. if synctype == 1 then
  1141. synctext = "Synchronised"
  1142. end
  1143. end
  1144. if (requesttype == "nuclearmod") then
  1145. nuckemodactive = nuckemodactive + 1
  1146. if (nuckemodactive > 1) then
  1147. nuckemodactive = 0
  1148. end
  1149. if (nuckemodactive == 0) then
  1150. areanuclear = 0
  1151. nuclearanimation = 3
  1152. ballSet = 200
  1153. TEXT = "Nuclear Pong"
  1154. synctype = 0
  1155. maxspeed = 700
  1156. synctext = "Independent"
  1157. paddle_SPEED = ballSet / 10
  1158. AI_SPEED = ballSet / 10
  1159. end
  1160. if (nuckemodactive == 1) then
  1161. areanuclear = 1
  1162. ballSet = 2000
  1163. maxspeed = 2000
  1164. paddle_SPEED = ballSet / 10
  1165. AI_SPEED = ballSet / 10
  1166. synctext = "death is imminent"
  1167. end
  1168. ballSpeed = ballSet
  1169. end
  1170. if (requesttype == "practice") then
  1171. if (ballSpeed > 999) then
  1172. ballSpeed = 200
  1173. ballSet = 200
  1174. end
  1175. if (ballSpeed > 799) then
  1176. prtext = "Insane"
  1177. maxBalls = 5
  1178. elseif ballSpeed > 599 then
  1179. prtext = "Hard"
  1180. maxBalls = 4
  1181. elseif ballSpeed > 399 then
  1182. prtext = "Normal"
  1183. maxBalls = 3
  1184. elseif ballSpeed > 199 then
  1185. prtext = "Easy"
  1186. maxBalls = 3
  1187. end
  1188. ballSpeed = ballSpeed + 200
  1189. ballSet = ballSet + 200
  1190. end
  1191. if (requesttype == "reset") then
  1192. ballSpeed = 200
  1193. ballSet = 200
  1194. synctype = 0
  1195. prtext = "Easy"
  1196. maxBalls = 1
  1197. end
  1198. if (requesttype == "pc") then
  1199. if (playerCount == 2) then
  1200. playerCount = 1
  1201. playertext = "1v1"
  1202. elseif (playerCount == 1) then
  1203. playerCount = playerCount + 1
  1204. player3.x = player1.x + VIRTUAL_WIDTH / 2
  1205. player3.y = player3.y
  1206. playertext = "2v2"
  1207. end
  1208. end
  1209. if (requesttype == "ballz") then
  1210. if (maxBalls > 1) then
  1211. --love.window.setTitle("more than 4")
  1212. maxBalls = 1
  1213. else
  1214. maxBalls = maxBalls + 1
  1215. end
  1216. end
  1217. if requesttype == "ptw" then
  1218. if ptw == 10 then
  1219. ptw = 1
  1220. else
  1221. ptw = ptw + 1
  1222. end
  1223. end
  1224. end
  1225. function gameModeChanger()
  1226. if (gameState == "gameMode") then
  1227. local button_width = VIRTUAL_WIDTH * (1 / 3)
  1228. local BUTTON_HEIGHT = 50
  1229. local margin = 20
  1230. local hot = false
  1231. local cursor_y = 0
  1232. local total_height = (BUTTON_HEIGHT + margin) * #buttons
  1233. for i, button in ipairs(modeSelectorButtons) do
  1234. button.last = button.now
  1235. local bx = (VIRTUAL_WIDTH * 0.5) - (button_width * 0.5)
  1236. local by = (VIRTUAL_HEIGHT * 0.5) - (total_height * 0.5) + cursor_y
  1237. local color = {255, 255, 255, 255}
  1238. local mx, my = love.mouse.getPosition()
  1239. mx = mx * DIFFERENCE_X
  1240. my = my * DIFFERENCE_Y
  1241. hot = (mx > bx and mx < bx + button_width and my > by and my < by + BUTTON_HEIGHT) and i
  1242. if (hot == i) then
  1243. color = {10, 10, 0, 255}
  1244. end
  1245. button.now = love.mouse.isDown(1)
  1246. if button.now and not button.last and hot == i then
  1247. love.graphics.setColor(0, 0, 0, 1)
  1248. love.graphics.rectangle("fill", 0, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT)
  1249. sounds["wallhit"]:play()
  1250. button.fn()
  1251. end
  1252. love.graphics.setColor(unpack(color))
  1253. love.graphics.rectangle("fill", bx, by, button_width, BUTTON_HEIGHT)
  1254. love.graphics.setColor(0, 0, 0, 255)
  1255. local textW = smallfont:getWidth(button.text)
  1256. local textH = smallfont:getHeight(button.text)
  1257. love.graphics.print(button.text, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5)
  1258. love.graphics.setColor(255, 255, 255, 255)
  1259. cursor_y = cursor_y + (BUTTON_HEIGHT + margin)
  1260. end
  1261. end
  1262. if (gameState == "multiMode") then
  1263. local button_width = VIRTUAL_WIDTH * (1 / 3)
  1264. local BUTTON_HEIGHT = 50
  1265. local margin = 20
  1266. local hot = false
  1267. local cursor_y = 0
  1268. local total_height = (BUTTON_HEIGHT + margin) * #buttons
  1269. for i, button in ipairs(playerCountButtons) do
  1270. button.last = button.now
  1271. local bx = (VIRTUAL_WIDTH * 0.5) - (button_width * 0.5)
  1272. local by = (VIRTUAL_HEIGHT * 0.3) - (total_height * 0.5) + cursor_y
  1273. if (button.text == "Play") then
  1274. by = by + by / 1.8
  1275. end
  1276. local color = {255, 255, 255, 255}
  1277. local mx, my = love.mouse.getPosition()
  1278. mx = mx * DIFFERENCE_X
  1279. my = my * DIFFERENCE_Y
  1280. hot = (mx > bx and mx < bx + button_width and my > by and my < by + BUTTON_HEIGHT) and i
  1281. if (hot == i) then
  1282. if (button.text == "Play") then
  1283. color = {0 / 255, 255 / 255, 0 / 255, 255}
  1284. else
  1285. color = {10, 10, 0, 255}
  1286. end
  1287. end
  1288. button.now = love.mouse.isDown(1)
  1289. if button.now and not button.last and hot == i then
  1290. love.graphics.setColor(0, 0, 0, 1)
  1291. love.graphics.rectangle("fill", 0, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT)
  1292. sounds["wallhit"]:play()
  1293. if button.text == "Ball Speed: " and nuckemodactive == 1 then
  1294. else
  1295. button.fn()
  1296. end
  1297. end
  1298. love.graphics.setColor(unpack(color))
  1299. love.graphics.rectangle("fill", bx, by, button_width, BUTTON_HEIGHT)
  1300. love.graphics.setColor(0, 0, 0, 255)
  1301. local textW = smallfont:getWidth(button.text)
  1302. local textH = smallfont:getHeight(button.text)
  1303. if (button.text == "1v1") then
  1304. love.graphics.print(playertext, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5)
  1305. elseif button.text == "snc" then
  1306. if (nuckemodactive == 1) then
  1307. love.graphics.setColor(1, 0, 0, 1)
  1308. love.graphics.print(synctext, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5)
  1309. love.graphics.setColor(1, 1, 1, 1)
  1310. love.graphics.print(synctext, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5)
  1311. love.graphics.setColor(0, 0, 0, 1)
  1312. else
  1313. --
  1314. love.graphics.print(synctext, smallfont, VIRTUAL_WIDTH * 0.45 - textW * 0.5, by + textH * 0.5)
  1315. end
  1316. elseif (button.text == "ballCount") then
  1317. love.graphics.print(
  1318. "Ball Count: " .. maxBalls,
  1319. smallfont,
  1320. VIRTUAL_WIDTH * 0.5 - textW * 0.5,
  1321. by + textH * 0.5
  1322. )
  1323. elseif (button.text == "Ball Speed: ") then
  1324. if (nuckemodactive == 1) then
  1325. love.graphics.setColor(1, 0, 0, 1)
  1326. love.graphics.print(
  1327. "shaitan machina",
  1328. smallfont,
  1329. VIRTUAL_WIDTH * 0.5 - textW * 0.5,
  1330. by + textH * 0.5
  1331. )
  1332. love.graphics.setColor(1, 1, 1, 1)
  1333. love.graphics.print(
  1334. "shaitan machina",
  1335. smallfont,
  1336. VIRTUAL_WIDTH * 0.5 - textW * 0.5,
  1337. by + textH * 0.5
  1338. )
  1339. love.graphics.setColor(0, 0, 0, 1)
  1340. else
  1341. love.graphics.print(
  1342. button.text .. ballSet,
  1343. smallfont,
  1344. VIRTUAL_WIDTH * 0.5 - textW * 0.5,
  1345. by + textH * 0.5
  1346. )
  1347. end
  1348. elseif button.text == "ptw" then
  1349. love.graphics.print(
  1350. "Points to Win: " .. ptw,
  1351. smallfont,
  1352. VIRTUAL_WIDTH * 0.5 - textW * 1.5,
  1353. by + textH * 0.5
  1354. )
  1355. else
  1356. love.graphics.print(button.text, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5)
  1357. end
  1358. love.graphics.setColor(255, 255, 255, 255)
  1359. cursor_y = cursor_y + (BUTTON_HEIGHT + margin)
  1360. end
  1361. end
  1362. end
  1363. function love.draw()
  1364. simpleScale.set()
  1365. baseDraw()
  1366. if (globalState == "nettest" or globalState == "clienttest") and confirmation == "D" then
  1367. love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255)
  1368. love.graphics.printf("WAIT FOR OPPONENT", 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center")
  1369. end
  1370. if (globalState == "nettest" or globalState == "clienttest") and confirmation == "U" then
  1371. love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255)
  1372. love.graphics.printf("LOBBY FULL OR WRONG MODE CHOSEN", 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center")
  1373. end
  1374. if (globalState == "nettest" or globalState == "clienttest") and confirmation == "L" then
  1375. love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255)
  1376. love.graphics.printf("POOR CONNECTION TO SERVER", 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center")
  1377. end
  1378. simpleScale.unSet()
  1379. end
  1380. --Check if controls are duplicating
  1381. function controllerSer()
  1382. for i = 1, maxBalls do
  1383. if (ball[i].dy == 0) then
  1384. hitNum[i] = hitNum[i] + 1
  1385. if hitNum[i] >= 10 then
  1386. ball[i].dy = 1
  1387. hitNum[i] = 0
  1388. end
  1389. else
  1390. hitNum[i] = 0
  1391. end
  1392. end
  1393. end
  1394. function palleteController() --!!!!LEGACY CODE, MIGRATED TO Paddle.lua!!!!
  1395. if (areanuclear == 0) then
  1396. player1.RED = 1
  1397. player1.GREEN = 1
  1398. player1.BLUE = 1
  1399. end
  1400. if (areanuclear == 0) then
  1401. player2.RED = 1
  1402. player2.GREEN = 1
  1403. player2.BLUE = 1
  1404. end
  1405. if (areanuclear == 1) then
  1406. player1.RED = 0
  1407. player1.GREEN = 0
  1408. player1.BLUE = 0
  1409. end
  1410. if (areanuclear == 1) then
  1411. player2.RED = 0
  1412. player2.GREEN = 0
  1413. player2.BLUE = 0
  1414. end
  1415. end
  1416. function love.wheelmoved(x, y)
  1417. if (y < 0 and wall1width > 0) then
  1418. wall1width = wall1width - 5
  1419. elseif y > 0 and wall1width < 900 then
  1420. wall1width = wall1width + 5
  1421. end
  1422. end
  1423. function serveBot() --THIS IS USED TO CHANGE TEXT/BALL DIRECTION ON DIFFERENT SERVES
  1424. --print("servebot called")
  1425. if (gameState == "1serve") then
  1426. updateTEXT = ""
  1427. if (gameMode ~= "practice") then
  1428. TEXT = "PLAYER 1, serve!(q)"
  1429. end
  1430. if ((globalState ~= "clienttest" and love.keyboard.isDown("q")) or (globalState == "clienttest" and lastSentKeyP1 == "q")) then
  1431. TEXT = "Lets Begin!"
  1432. ball_DIR = 1
  1433. for i = 1, maxBalls do
  1434. ball[i]:reset(i)
  1435. end
  1436. gameState = "play"
  1437. end
  1438. end
  1439. if (gameState == "2serve") then
  1440. TEXT = "PLAYER 2, serve!(p)"
  1441. if (AGAINST_AI == 1) then
  1442. TEXT = ""
  1443. ball_DIR = -1
  1444. for i = 1, maxBalls do
  1445. ball[i]:reset(i)
  1446. end
  1447. gameState = "play"
  1448. end
  1449. if (((globalState == "nettest" and lastSentKeyClient == "p") or ((globalState ~= "nettest") and love.keyboard.isDown("p")))and AGAINST_AI == 0) then
  1450. TEXT = "Lets Begin"
  1451. ball_DIR = -1
  1452. for i = 1, maxBalls do
  1453. ball[i]:reset(i)
  1454. end
  1455. --love.window.setTitle("An atttttttt")
  1456. gameState = "play"
  1457. end
  1458. end
  1459. end
  1460. function mapChanger()
  1461. if (gameState == "editor") then
  1462. MAP_TYPE = 2
  1463. end
  1464. if (MAP_TYPE > 2) then
  1465. MAP_TYPE = 0
  1466. end
  1467. end
  1468. function resolutionChanger()
  1469. if (RESOLUTION_SET > 1) then
  1470. RESOLUTION_SET = 0
  1471. end
  1472. if (RESOLUTION_SET == 0) then
  1473. if (isFullscreen == 1) then
  1474. DIFFERENCE_X = 1
  1475. DIFFERENCE_Y = 1
  1476. simpleScale.updateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, {fullscreen = false})
  1477. isFullscreen = 0
  1478. end
  1479. end
  1480. if (RESOLUTION_SET == 1) then
  1481. if (isFullscreen == 0) then
  1482. simpleScale.updateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, {fullscreen = true})
  1483. local newWidth = love.graphics.getWidth()
  1484. local newHeight = love.graphics.getHeight()
  1485. DIFFERENCE_X = VIRTUAL_WIDTH / newWidth
  1486. DIFFERENCE_Y = VIRTUAL_HEIGHT / newHeight
  1487. isFullscreen = 1
  1488. end
  1489. end
  1490. end
  1491. function resettinggenius()
  1492. maxBalls = 1
  1493. for i = 1, maxBalls do
  1494. ball[i]:reset(i)
  1495. end
  1496. paddle_SPEED = 20
  1497. nuclearanimation = 3
  1498. timeIsSlow = false
  1499. timeIsSlow2 = false
  1500. originalSpeed = 200
  1501. gameState = "menu"
  1502. globalState = "menu"
  1503. gameMode = "normal"
  1504. player1.height = 100
  1505. player2.height = 100
  1506. ballSet = 200
  1507. ballSpeed = ballSet
  1508. player2.GREEN = 255
  1509. player2.BLUE = 255
  1510. player1.GREEN = 255
  1511. player1.BLUE = 255
  1512. player1score = 0
  1513. player2score = 0
  1514. potentialnuke1 = 0
  1515. potentialnuke2 = 0
  1516. striken = 0
  1517. areanuclear = 0
  1518. potentialstrike1 = 0
  1519. potentialstrike2 = 0
  1520. player1nukescore = 0
  1521. player2nukescore = 0
  1522. player1reverbav = 0
  1523. player2reverbav = 0
  1524. selecting = 0
  1525. AGAINST_AI = 0
  1526. end
  1527. function love.mousereleased(x, y, button)
  1528. love.keyboard.mouseisReleased = true
  1529. if (gameState == "editor") then
  1530. if (#walls < 1000 and button == 1 and blockinput ~= true) then
  1531. table.insert(walls, newWall(x * DIFFERENCE_X, y * DIFFERENCE_Y, 10, wall1width))
  1532. end
  1533. end
  1534. end
  1535. function ballsAlive()
  1536. for i = 1, maxBalls do
  1537. if ball[i].disabled == false then
  1538. print("Ball " .. i .. " is not disabled")
  1539. return true
  1540. end
  1541. end
  1542. return false
  1543. end
  1544. function split(s, delimiter)
  1545. result = {}
  1546. for match in (s..delimiter):gmatch("(.-)"..delimiter) do
  1547. table.insert(result, match)
  1548. end
  1549. return result
  1550. end