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@@ -1,12 +1,14 @@ |
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io.stdout:setvbuf('no')
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Class = require 'class'
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require 'paddle'
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require 'simpleScale'
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require 'TSerial'
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require 'eball'
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require 'fullScreener'
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require 'superPowerControl'
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require 'mainMenu'
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require 'music'
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require 'animator'
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local serialize = require 'ser'
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local shader_code = [[
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vec4 effect(vec4 color, Image image, vec2 uvs, vec2 screen_coords) {
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@@ -16,6 +18,7 @@ vec4 effect(vec4 color, Image image, vec2 uvs, vec2 screen_coords) { |
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]]
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timeIsSlow = false
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timeIsSlow2 = false
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debug.shake = false
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originalSpeed = 200
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explosionRange = 0
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blockinput = false
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@@ -140,7 +143,7 @@ function love.load() |
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configsave = io.open('config.lua', "w")
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shader = love.graphics.newShader(shader_code)
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time_1 = 0
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print("Debug active")
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--load
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testwalls = love.filesystem.load('save.lua')()
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@@ -281,7 +284,7 @@ function startShake(duration, magnitude) |
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t, shakeDuration, shakeMagnitude = 0, duration or 1, magnitude or 5
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end
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function displayFPS()
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--love.window.setTitle(maxBalls)
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love.window.setTitle(love.timer.getFPS())
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end
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function speedControl()
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@@ -291,6 +294,7 @@ function speedControl() |
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end
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function love.update(dt)
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staticanimatorcounter(dt)
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displayFPS()
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if areanuclear == 1 then
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if nuclearanimation > 0 then
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@@ -311,7 +315,7 @@ function love.update(dt) |
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dangerChecker()
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musicController('norm', 1)
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palleteController()
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if (gameState == 'animation') then
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if (gameState == 'animation') then
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animator(dt)
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end
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if t < shakeDuration then
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@@ -564,6 +568,11 @@ end |
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--love.window.setTitle('VOID')
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for i = 1, maxBalls do
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if ball[i]:collides(player1) then
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print(debug.shake)
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if ((areanuclear == 0 and ((player1striken or player2striken) and (player1score > 9 or player2score > 9))) or debug.shake) then
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print("Calling animation")
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superanimator('tensehit', 1)
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end
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--gameState = 'quickanim'
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if gameMode == 'practice' then
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player1score = player1score + 1
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@@ -682,85 +691,13 @@ end |
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end
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end
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end
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if ball[i]:collides(player3) then
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--gameState = 'quickanim'
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if gameMode == 'practice' then
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player1score = player1score + 1
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end
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t = 0
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if (ballSpeed > 200) then
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shakeMagnitude = ballSpeed/200
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else shakeMagnitude = 0 end
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shakeDuration = 1
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randomtext = love.math.random(1, #textphrases)
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TEXT = textphrases[randomtext]
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soundtype = love.math.random(1, 1.2)
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if (player1striken == 1) then
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TEXT = 'PLAYER 1 STRIKES'
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ballSpeed = ballSpeed + player1nukescore
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potentialnuke1 = 0
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player1striken = 0
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player1nukescore = 0
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potentialstrike1 = 0
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striken = 1
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if areanuclear == 0 then
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sounds['striking']:setPitch(ballSpeed/250)
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sounds['striking']:play()
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else
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sounds['nuclearhit']:setPitch(1)
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sounds['nuclearhit']:play()
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end
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else
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if areanuclear == 0 then
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sounds['beep']:setPitch(ballSpeed/250)
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sounds['beep']:play()
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else
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sounds['nuclearhit']:setPitch(1)
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sounds['nuclearhit']:play()
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end
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end
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if (striken == 1) then
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player1nukescore = player1nukescore * 1.5
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if (synctype == 0)
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then
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paddle_SPEED = paddle_SPEED * 1.10
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elseif (synctype == 1)
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then
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paddle_SPEED = ballSpeed /10
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end
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if (synctype == 0)
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then
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AI_SPEED = AI_SPEED * 1.10 end
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if (synctype == 1)
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then
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AI_SPEED = ballSpeed * 1.1 /10
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end
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ballSpeed = ballSpeed * 1.10
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end
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player1nukescore = player1nukescore + 10
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ball[i].dx = -ball[i].dx
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ball[i].x = player1.x + 30
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if (love.keyboard.isDown(p1control.up)) then
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ball[i].dy = math.random(-2, -1)
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elseif love.keyboard.isDown(p1control.down) then
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ball[i].dy = math.random(1, 2)
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else
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if ball[i].dy < 0 then
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ball[i].dy = math.random(-2, -1)
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else
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ball[i].dy = math.random(1, 2)
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end
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end
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end
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if ball[i]:collides(player2) then
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--ameState = 'quickanim'
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t = 0
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shakeDuration = 1
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if ((areanuclear == 0 and ((player1striken or player2striken) and (player1score > 9 or player2score > 9))) or debug.shake) then
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superanimator('tensehit', 2)
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end
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if (ballSpeed > 200) then
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shakeMagnitude = ballSpeed/200
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else
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@@ -876,126 +813,6 @@ end |
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end
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end
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end
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if ball[i]:collides(player4) then
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--ameState = 'quickanim'
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t = 0
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shakeDuration = 1
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if (ballSpeed > 200) then
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shakeMagnitude = ballSpeed/200
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else
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shakeMagnitude = 0 end
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randomtext = love.math.random(1, #textphrases)
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TEXT = textphrases[randomtext]
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soundtype = love.math.random(1, 1.2)
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if (player2striken == 1) then
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TEXT = 'PLAYER 2 STRIKES'
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ballSpeed = ballSpeed + player2nukescore
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striken=1
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player2striken = 0
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potentialnuke2 = 0
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player2nukescore = 0
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potentialstrike2 = 0
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if areanuclear == 0 then
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sounds['striking']:setPitch(ballSpeed/250)
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sounds['striking']:play()
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else
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sounds['nuclearhit']:setPitch(1)
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sounds['nuclearhit']:play()
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end
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elseif (striken == 1) then
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player2nukescore = player2nukescore * 1.5
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if (synctype == 0) then paddle_SPEED = paddle_SPEED * 1.10 end
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if (synctype == 1) then paddle_SPEED = ballSpeed/10 end
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if (synctype == 0)
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then
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AI_SPEED = AI_SPEED * 1.10 end
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if (synctype == 1)
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then
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AI_SPEED = ballSpeed * 1.1 / 10
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end
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ballSpeed = ballSpeed * 1.10
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if areanuclear == 0 then
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sounds['beep']:setPitch(ballSpeed/250)
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sounds['beep']:play()
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else
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sounds['nuclearhit']:setPitch(1)
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sounds['nuclearhit']:play()
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end
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else
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if areanuclear == 0 then
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sounds['beep']:setPitch(ballSpeed/250)
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sounds['beep']:play()
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else
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sounds['nuclearhit']:setPitch(1)
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sounds['nuclearhit']:play()
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end
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end
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player2nukescore = player2nukescore + 10
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ball[i].dx = -ball[i].dx
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ball[i].x = player2.x - 30
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if (love.keyboard.isDown(p2control.up) or AI_SPEED < 0) then
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select = math.random(1,5)
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if select == 1 then
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ball[i].dy = -1
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elseif select == 2 then
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ball[i].dy = -1.2
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elseif select == 3 then
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ball[i].dy = -1.5
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elseif select == 4 then
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ball[i].dy = -1.8
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elseif select == 5 then
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ball[i].dy = -2
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end
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elseif love.keyboard.isDown(p2control.down) or AI_SPEED > 0 then
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select = math.random(1,5)
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if select == 1 then
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ball[i].dy = 1
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elseif select == 2 then
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ball[i].dy = 1.2
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elseif select == 3 then
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ball[i].dy = 1.5
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elseif select == 4 then
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ball[i].dy = 1.8
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elseif select == 5 then
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ball[i].dy = 2
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end
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else
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if ball[i].dy < 0 then
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select = math.random(1,5)
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if select == 1 then
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ball[i].dy = -1
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elseif select == 2 then
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ball[i].dy = -1.2
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elseif select == 3 then
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ball[i].dy = -1.5
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elseif select == 4 then
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ball[i].dy = -1.8
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elseif select == 5 then
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ball[i].dy = -2
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end
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else
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select = math.random(1,5)
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if select == 1 then
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ball[i].dy = 1
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elseif select == 2 then
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ball[i].dy = 1.2
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elseif select == 3 then
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ball[i].dy = 1.5
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elseif select == 4 then
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ball[i].dy = 1.8
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elseif select == 5 then
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ball[i].dy = 2
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end
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end
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end
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end
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if ball[i].y <= 0 then
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soundtype = love.math.random(1, 5)
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sounds['wallhit']:setPitch(ballSpeed/250)
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@@ -1509,7 +1326,7 @@ function love.draw() |
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player1:render()
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player2:render()
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elseif gameState == 'animation' then
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callAnimator()
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callAnimator() --This calls a fucking 100 year old animator. I dont even remember what it does. This has nothing to do with the new one
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else
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mapChanger()
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if t < shakeDuration then
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@@ -1531,6 +1348,7 @@ function love.draw() |
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love.graphics.setShader()
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love.graphics.clear(40/255, 40/255, 40/255, 1) --BACKGROUND COLOR
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end
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staticanimator()
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if (gameMode == 'practice') then
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love.graphics.rectangle('fill', VIRTUAL_WIDTH, 0, 10, VIRTUAL_HEIGHT)
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end
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@@ -1544,7 +1362,7 @@ function love.draw() |
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if gameState == 'play' or gameState == '1serve' or gameState == '2serve' then
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love.graphics.setFont(smallfont)
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end
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love.graphics.setColor(1,1,1,1)
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love.graphics.printf(TEXT,0,20,VIRTUAL_WIDTH,'center')
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love.graphics.setFont(smallfont)
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love.graphics.printf(updateTEXT,0,VIRTUAL_HEIGHT * 0.95,VIRTUAL_WIDTH,'left')
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@@ -1592,6 +1410,7 @@ function love.draw() |
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love.graphics.rectangle("fill", wall.wallx, wall.wally, 10, wall.wallheight)
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end
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end
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if gameState ~= 'assign' then
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player1:render()
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player3:render()
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