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Bug fixes

tags/chalkboard
madiwka3 4 lat temu
rodzic
commit
14129b82c8
2 zmienionych plików z 31 dodań i 14 usunięć
  1. +1
    -1
      main.lua
  2. +30
    -13
      src/baseGame.lua

+ 1
- 1
main.lua Wyświetl plik

@@ -1299,7 +1299,7 @@ function serveBot() --THIS IS USED TO CHANGE TEXT/BALL DIRECTION ON DIFFERENT SE
if (gameMode ~= "practice") then
TEXT = "PLAYER 1, serve!(q)"
end
if ((globalState ~= "clienttest" and love.keyboard.isDown("q")) or gameMode == "practice" or (confirmation == "up1" and love.keyboard.isDown("q")) or (confirmation == "up2" and lastSentKeyP1 == "q") == "q" and globalState == "clienttest")) then
if ((globalState ~= "clienttest" and love.keyboard.isDown("q")) or gameMode == "practice" or (confirmation == "up1" and love.keyboard.isDown("q")) or (confirmation == "up2" and lastSentKeyP1 == "q")) then
TEXT = "Lets Begin!"
ball_DIR = 1
for i = 1, maxBalls do


+ 30
- 13
src/baseGame.lua Wyświetl plik

@@ -42,6 +42,7 @@ function basegame(dt)
if (areanuclear == 0 and striken == 1 and (player1score > ptw-2 or player2score > ptw-2)) then
--print("Calling animation")
print("AREA NUCLEAR?" .. areanuclear)
superanimator("tensehit", 1)
end
if gameMode == "practice" then
@@ -73,7 +74,10 @@ function basegame(dt)
sounds["nuclearhit"]:setPitch(1)
sounds["nuclearhit"]:play()
end
print("AREA NUCLEAR?" .. areanuclear)
if areanuclear == 0 then
superanimator("tensehit", 1)
end
else
if areanuclear == 0 then
sounds["beep"]:setPitch(ballSpeed / 250)
@@ -167,6 +171,7 @@ function basegame(dt)
(areanuclear == 0 and
(striken == 1 and (player1score > ptw-2 or player2score > ptw-2)))
then
print("AREA NUCLEAR?" .. areanuclear)
superanimator("tensehit", 2)
end
if (ballSpeed > 200) then
@@ -186,7 +191,10 @@ function basegame(dt)
potentialnuke2 = 0
player2nukescore = 0
potentialstrike2 = 0
print("AREA NUCLEAR?" .. areanuclear)
if areanuclear == 0 then
superanimator("tensehit", 2)
end
if areanuclear == 0 then
sounds["striking"]:setPitch(ballSpeed / 250)
sounds["striking"]:play()
@@ -448,20 +456,20 @@ end
function powerAvailability()
if (player1nukescore >= 20 and player1nukescore < 140) then
potentialstrike1 = 1
if ((confirmation == "up1" and love.keyboard.isDown(p1control.super)) or (confirmation == "up2" and lastSentKeyP1 == p1control.super)) then
if (((confirmation == "up1" and love.keyboard.isDown(p1control.super)) or (confirmation == "up2" and lastSentKeyP1 == p1control.super)) or (globalState ~= "clienttest" and love.keyboard.isDown(p1control.super))) then
player1striken = 1
player1reverbav = 0
end
end
if (player1nukescore >= 140) and timeIsSlow2 == false and timeIsSlow == false and maxBalls == 1 and ball[1].x < VIRTUAL_WIDTH / 2 and ball[1].dx < 0 then
if (player1nukescore >= 140) and timeIsSlow2 == false and timeIsSlow == false then
player1reverbav = 1
if ((confirmation == "up1" and love.keyboard.isDown(p1control.counter)) or (confirmation == "up2" and lastSentKeyP1 == p1control.counter)) then
if ((confirmation == "up1" and love.keyboard.isDown(p1control.counter)) or (confirmation == "up2" and lastSentKeyP1 == p1control.counter) or (globalState ~= "clienttest" and love.keyboard.isDown(p1control.counter))) then
powerControl(1, "special")
end
end
if (player1nukescore >= 200) then
potentialnuke1 = 1
if ((confirmation == "up1" and love.keyboard.isDown(p1control.super)) or (confirmation == "up2" and lastSentKeyP1 == p1control.super)) then
if ((confirmation == "up1" and love.keyboard.isDown(p1control.super)) or (confirmation == "up2" and lastSentKeyP1 == p1control.super)or (globalState ~= "clienttest" and love.keyboard.isDown(p1control.super))) then
sounds["nuke"]:play()
if areanuclear == 1 then
maxspeed = maxspeed + 50
@@ -490,15 +498,15 @@ function powerAvailability()
if (player2nukescore >= 20 and player2nukescore <= 140) then
potentialstrike2 = 1
if (AGAINST_AI == 0) then
if ((confirmation == "up2" and love.keyboard.isDown(p2control.super)) or lastSentKeyP2 == p2control.super) then
if ((confirmation == "up2" and love.keyboard.isDown(p2control.super)) or lastSentKeyP2 == p2control.super or (globalState ~= "clienttest" and love.keyboard.isDown(p2control.super))) then
player2striken = 1
player2reverbav = 0
end
end
end
if (player2nukescore >= 140) and timeIsSlow == false and timeIsSlow2 == false and maxBalls == 1 and ball[1].x > VIRTUAL_WIDTH / 2 and ball[1].dx > 0 then
if (player2nukescore >= 140) and timeIsSlow == false and timeIsSlow2 == false then
player2reverbav = 1
if (confirmation == "up2" and love.keyboard.isDown(p2control.counter)) or lastSentKeyP2 == p2control.counter then
if (confirmation == "up2" and love.keyboard.isDown(p2control.counter)) or lastSentKeyP2 == p2control.counter or (globalState ~= "clienttest" and love.keyboard.isDown(p2control.counter)) then
sounds["time"]:play()
player2reverbav = false
timeIsSlow2 = true
@@ -511,7 +519,7 @@ function powerAvailability()
end
if (player2nukescore >= 200) then
potentialnuke2 = 1
if (((confirmation == "up2" and love.keyboard.isDown(p2control.super)) or lastSentKeyP2 == p2control.super) and AGAINST_AI == 0) then
if (((confirmation == "up2" and love.keyboard.isDown(p2control.super)) or lastSentKeyP2 == p2control.super or (globalState ~= "clienttest" and love.keyboard.isDown(p2control.super))) and AGAINST_AI == 0) then
sounds["nuke"]:play()
if areanuclear == 1 then
maxspeed = maxspeed + 50
@@ -557,7 +565,9 @@ end

function nuclearDraw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.circle("fill", ball[1].x, ball[1].y, explosionRange * 100, 100)
for i = 1, maxBalls do
love.graphics.circle("fill", ball[i].x, ball[i].y, explosionRange * 100, 100)
end
player1.RED, player1.GREEN, player1.BLUE, player2.RED, player2.GREEN, player2.BLUE =
nuclearanimation / 3,
nuclearanimation / 3,
@@ -770,7 +780,7 @@ function displayPoints()
else
love.graphics.print(tostring("READY"), VIRTUAL_WIDTH / 2 - 500, VIRTUAL_HEIGHT / 60)
end
elseif (player1reverbav == 1 and potentialnuke1 == 0 and maxBalls == 1) then
elseif (player1reverbav == 1 and potentialnuke1 == 0 ) then
love.graphics.print(
tostring(
math.floor(player1nukescore) .. "[" .. p1control.super .. "]" .. " [" .. p1control.counter .. "]"
@@ -778,7 +788,7 @@ function displayPoints()
VIRTUAL_WIDTH / 2 - 500,
VIRTUAL_HEIGHT / 60
)
elseif (potentialnuke1 == 1 and maxBalls == 1) then
elseif (potentialnuke1 == 1) then
love.graphics.setColor(255, 0, 0, 255)
love.graphics.print(
tostring(
@@ -811,7 +821,7 @@ function displayPoints()
else
love.graphics.print(tostring("READY"), VIRTUAL_WIDTH / 2 + 430, VIRTUAL_HEIGHT / 60)
end
elseif (potentialnuke2 == 1 and maxBalls == 1) then
elseif (potentialnuke2 == 1) then
love.graphics.setColor(255, 0, 0, 255)
love.graphics.print(
tostring(math.floor(player2nukescore) .. "[" .. p2control.super .. "] [" .. p2control.counter .. "]"),
@@ -827,7 +837,7 @@ function displayPoints()
VIRTUAL_HEIGHT / 60
)
love.graphics.setColor(255, 255, 255, 255)
elseif (player2reverbav == 1 and potentialnuke2 == 0 and maxBalls == 1) then
elseif (player2reverbav == 1 and potentialnuke2 == 0 ) then
love.graphics.print(
tostring(math.floor(player2nukescore) .. "[" .. p2control.super .. "] [" .. p2control.counter .. "]"),
VIRTUAL_WIDTH / 2 + 400,
@@ -985,6 +995,7 @@ function clientsBaseGame(dt)
if (areanuclear == 0 and striken == 1 and (player1score > ptw-2 or player2score > ptw-2)) then
--print("Calling animation")
superanimator("tensehit", 1)
print("AREA NUCLEAR?" .. areanuclear)
end
if gameMode == "practice" then
player1score = player1score + 1
@@ -1015,7 +1026,9 @@ function clientsBaseGame(dt)
sounds["nuclearhit"]:setPitch(1)
sounds["nuclearhit"]:play()
end
if areanuclear == 0 then
superanimator("tensehit", 1)
end
else
if areanuclear == 0 then
sounds["beep"]:setPitch(ballSpeed / 250)
@@ -1053,6 +1066,7 @@ function clientsBaseGame(dt)
(areanuclear == 0 and
(striken == 1 and (player1score > ptw-2 or player2score > ptw-2)))
then
print("AREA NUCLEAR?" .. areanuclear)
superanimator("tensehit", 2)
end
if (ballSpeed > 200) then
@@ -1072,7 +1086,10 @@ function clientsBaseGame(dt)
potentialnuke2 = 0
player2nukescore = 0
potentialstrike2 = 0
print("AREA NUCLEAR?" .. areanuclear)
if areanuclear == 0 then
superanimator("tensehit", 2)
end
if areanuclear == 0 then
sounds["striking"]:setPitch(ballSpeed / 250)
sounds["striking"]:play()


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