ソースを参照

First commit

tags/0.7
madiwka3 4年前
コミット
685a0ef9f6
32個のファイルの変更3097行の追加0行の削除
  1. バイナリ
      Madi.png
  2. +46
    -0
      TSerial.lua
  3. バイナリ
      audio/bomb.wav
  4. バイナリ
      audio/hi2.wav
  5. バイナリ
      audio/hit1.mp3
  6. バイナリ
      audio/hit2.wav
  7. バイナリ
      audio/score.wav
  8. バイナリ
      audio/superhit.aiff
  9. バイナリ
      audio/superhit.wav
  10. バイナリ
      audio/theme1.mp3
  11. バイナリ
      audio/theme2.mp3
  12. バイナリ
      audio/theme3.mp3
  13. バイナリ
      audio/theme4.mp3
  14. バイナリ
      audio/time.wav
  15. +47
    -0
      buttonManager.lua
  16. +94
    -0
      class.lua
  17. +0
    -0
      config.lua
  18. +96
    -0
      eball.lua
  19. バイナリ
      font.ttf
  20. +33
    -0
      fullScreener.lua
  21. +1904
    -0
      main.lua
  22. +219
    -0
      mainMenu.lua
  23. バイナリ
      mmm.jpg
  24. +39
    -0
      music.lua
  25. +69
    -0
      paddle.lua
  26. +272
    -0
      push.lua
  27. +26
    -0
      readme.md
  28. +0
    -0
      save.lua
  29. +121
    -0
      ser.lua
  30. +123
    -0
      simpleScale.lua
  31. +8
    -0
      superPowerControl.lua
  32. バイナリ
      win.wav

バイナリ
Madi.png ファイルの表示

変更前 変更後
幅: 1280  |  高さ: 720  |  サイズ: 80 KiB

+ 46
- 0
TSerial.lua ファイルの表示

@@ -0,0 +1,46 @@
--- TSerial v1.3, a simple table serializer which turns tables into Lua script
-- @author Taehl (SelfMadeSpirit@gmail.com)
TSerial = {}
--- Serializes a table into a string, in form of Lua script.
-- @param t table to be serialized (may not contain any circular reference)
-- @param drop if true, unserializable types will be silently dropped instead of raising errors
-- if drop is a function, it will be called to serialize unsupported types
-- @param indent if true, output "human readable" mode with newlines and indentation (for debug)
-- @return string recreating given table
function TSerial.pack(t, drop, indent)
assert(type(t) == "table", "Can only TSerial.pack tables.")
local s, indent = "{"..(indent and "\n" or ""), indent and math.max(type(indent)=="number" and indent or 0,0)
for k, v in pairs(t) do
local tk, tv, skip = type(k), type(v)
if tk == "boolean" then k = k and "[true]" or "[false]"
elseif tk == "string" then if string.format("%q",k) ~= '"'..k..'"' then k = '['..string.format("%q",k)..']' end
elseif tk == "number" then k = "["..k.."]"
elseif tk == "table" then k = "["..TSerial.pack(k, drop, indent and indent+1).."]"
elseif type(drop) == "function" then k = "["..string.format("%q",drop(k)).."]"
elseif drop then skip = true
else error("Attempted to TSerial.pack a table with an invalid key: "..tostring(k))
end
if tv == "boolean" then v = v and "true" or "false"
elseif tv == "string" then v = string.format("%q", v)
elseif tv == "number" then -- no change needed
elseif tv == "table" then v = TSerial.pack(v, drop, indent and indent+1)
elseif type(drop) == "function" then v = "["..string.format("%q",drop(v)).."]"
elseif drop then skip = true
else error("Attempted to TSerial.pack a table with an invalid value: "..tostring(v))
end
if not skip then s = s..string.rep("\t",indent or 0)..k.."="..v..","..(indent and "\n" or "") end
end
return s..string.rep("\t",(indent or 1)-1).."}"
end
--- Loads a table into memory from a string (like those output by Tserial.pack)
-- @param s a string of Lua defining a table, such as "{2,4,8,ex="ample"}"
-- @return a table recreated from the given string
function TSerial.unpack(s)
assert(type(s) == "string", "Can only TSerial.unpack strings.")
assert(loadstring("TSerial.table="..s))()
local t = TSerial.table
TSerial.table = nil
return t
end

バイナリ
audio/bomb.wav ファイルの表示


バイナリ
audio/hi2.wav ファイルの表示


バイナリ
audio/hit1.mp3 ファイルの表示


バイナリ
audio/hit2.wav ファイルの表示


バイナリ
audio/score.wav ファイルの表示


バイナリ
audio/superhit.aiff ファイルの表示


バイナリ
audio/superhit.wav ファイルの表示


バイナリ
audio/theme1.mp3 ファイルの表示


バイナリ
audio/theme2.mp3 ファイルの表示


バイナリ
audio/theme3.mp3 ファイルの表示


バイナリ
audio/theme4.mp3 ファイルの表示


バイナリ
audio/time.wav ファイルの表示


+ 47
- 0
buttonManager.lua ファイルの表示

@@ -0,0 +1,47 @@
mainMenu = Class{}
function resolutionButtons(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons)
if (gameState == 'windowsettings') then
local ev_button_width = VIRTUAL_WIDTH * (1/3)
local ev_BUTTON_HEIGHT = 50
local margin = 16
local hot = false
local cursor_y = 0
local total_height = (ev_BUTTON_HEIGHT + margin) * #settings
for i, button in ipairs(buttons) do
button.last = button.now
local ev_bx = (VIRTUAL_WIDTH*0.8) - (ev_button_width * 0.5)
local ev_by = (VIRTUAL_HEIGHT * 0.5) - (total_height * 0.5) + cursor_y
local color = {255, 255, 255, 255}
local mx, my = love.mouse.getPosition()
local mx = mx * DIFFERENCE_X
local my = my * DIFFERENCE_Y
local hot = (mx > ev_bx and mx < ev_bx + ev_button_width and my > ev_by and my < ev_by + ev_BUTTON_HEIGHT) and i
if (hot == i) then
color = {10, 10, 0, 255}
end
button.now = love.mouse.isDown(1)
if button.now and not button.last and hot == i then
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle("fill", 0, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT)
-- sounds['wallhit']:play()
button.fn()
end
love.graphics.setColor(unpack(color))
love.graphics.rectangle("fill", ev_bx,ev_by, ev_button_width, ev_BUTTON_HEIGHT)
love.graphics.setColor(0, 0, 0, 255)
local textW = smallfont:getWidth(button.text)
local textH = smallfont:getHeight(button.text)
love.graphics.print(button.text, smallfont, VIRTUAL_WIDTH*0.8 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(255, 255, 255, 255)
cursor_y = cursor_y + (ev_BUTTON_HEIGHT + margin)
end
end
end

+ 94
- 0
class.lua ファイルの表示

@@ -0,0 +1,94 @@
--[[
Copyright (c) 2010-2013 Matthias Richter
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
Except as contained in this notice, the name(s) of the above copyright holders
shall not be used in advertising or otherwise to promote the sale, use or
other dealings in this Software without prior written authorization.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
]]--
local function include_helper(to, from, seen)
if from == nil then
return to
elseif type(from) ~= 'table' then
return from
elseif seen[from] then
return seen[from]
end
seen[from] = to
for k,v in pairs(from) do
k = include_helper({}, k, seen) -- keys might also be tables
if to[k] == nil then
to[k] = include_helper({}, v, seen)
end
end
return to
end
-- deeply copies `other' into `class'. keys in `other' that are already
-- defined in `class' are omitted
local function include(class, other)
return include_helper(class, other, {})
end
-- returns a deep copy of `other'
local function clone(other)
return setmetatable(include({}, other), getmetatable(other))
end
local function new(class)
-- mixins
class = class or {} -- class can be nil
local inc = class.__includes or {}
if getmetatable(inc) then inc = {inc} end
for _, other in ipairs(inc) do
if type(other) == "string" then
other = _G[other]
end
include(class, other)
end
-- class implementation
class.__index = class
class.init = class.init or class[1] or function() end
class.include = class.include or include
class.clone = class.clone or clone
-- constructor call
return setmetatable(class, {__call = function(c, ...)
local o = setmetatable({}, c)
o:init(...)
return o
end})
end
-- interface for cross class-system compatibility (see https://github.com/bartbes/Class-Commons).
if class_commons ~= false and not common then
common = {}
function common.class(name, prototype, parent)
return new{__includes = {prototype, parent}}
end
function common.instance(class, ...)
return class(...)
end
end
-- the module
return setmetatable({new = new, include = include, clone = clone},
{__call = function(_,...) return new(...) end})

+ 0
- 0
config.lua ファイルの表示


+ 96
- 0
eball.lua ファイルの表示

@@ -0,0 +1,96 @@
eball = Class{}
function eball:init(x, y, width, height)
self.x = x
self.y = y
self.width = width
self.height = height
self.dy = math.random(-1, 1)
self.dx = 1
end
function eball:collides(paddle)
if paddle.player == 2 and gameMode == 'practice' then return false
else
if self.x > paddle.x + paddle.width or paddle.x > self.x + self.width then
return false
end
if self.y > paddle.y + paddle.height or paddle.y > self.y + self.height then
return false
end
return true
end
end
function eball:reset(ballnum)
if (gameMode == 'practice') then
if (self.x < 1) then
--love.window.setTitle(self.x)
self.x = VIRTUAL_WIDTH /2 - 2
self.y = VIRTUAL_HEIGHT /2 - 2
self.dy = math.random(-1, 1)
self.dx = math.random(-1,1)
else self.x = self.x self.y = self.y self.dx = -1 end
else
if (ballnum == 2) then
self.dx = ball_DIR * -1
else
self.dx = ball_DIR
end
self.x = VIRTUAL_WIDTH /2 - 2
self.y = VIRTUAL_HEIGHT /2 - 2
self.dy = math.random(-1, 1)
--love.window.setTitle("LMAOOOOOO")
end
end
function eball:update(dt)
if player1nukescore > 20 then
potentialstrike1 = 1
else
potentialstrike1 = 0
end
if player1nukescore > 140 then
player1reverbav = 1
else
player1reverbav = 0
end
if player1nukescore > 200 then
potentialnuke1 = 1
else
potentialnuke1 = 0
end
if player2nukescore > 20 then
potentialstrike2 = 1
else
potentialstrike2 = 0
end
if player2nukescore > 140 then
player2reverbav = 1
else
player2reverbav = 0
end
if player2nukescore > 200 then
potentialnuke2 = 1
else
potentialnuke2 = 0
end
self.x = self.x + ballSpeed * self.dx * dt
self.y = self.y + ballSpeed * self.dy * dt
end
function eball:render(color)
if color == 'black' then
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle('fill', self.x, self.y, self.width, self.height)
elseif color == 'controlled' then
love.graphics.rectangle('fill', self.x, self.y, self.width, self.height)
else
love.graphics.setColor(1,1,1,1)
love.graphics.rectangle('fill', self.x, self.y, self.width, self.height)
end
end

バイナリ
font.ttf ファイルの表示


+ 33
- 0
fullScreener.lua ファイルの表示

@@ -0,0 +1,33 @@
fullScreener = Class{}
function fullScreener:init(a,b,c,d)
self.a = a
self.b = b
self.c = c
self.d = d
end
function fullScreener:toggle(vh, vw)
self.a = self.a + 1
if (self.a > 1) then
self.a = 0
end
if (self.a == 0 ) then
if (self.b == 1) then
self.c = 1
self.d = 1
simpleScale.updateWindow(WINDOW_WIDTH, WINDOW_HEIGHT,{fullscreen = false})
self.b = 0
end
end
if (self.a == 1) then
if (self.b == 0) then
simpleScale.updateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, {fullscreen = true})
local newWidth = love.graphics.getWidth()
local newHeight = love.graphics.getHeight()
self.c = VIRTUAL_WIDTH / newWidth
self.d = VIRTUAL_HEIGHT / newHeight
self.b = 1
end
end
end

+ 1904
- 0
main.lua
ファイル差分が大きすぎるため省略します
ファイルの表示


+ 219
- 0
mainMenu.lua ファイルの表示

@@ -0,0 +1,219 @@
mainMenu = Class{}
function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds, location)
if (gameState == 'editor')
then
ev_button_width = VIRTUAL_WIDTH * (1/72)
ev_BUTTON_HEIGHT = VIRTUAL_WIDTH * (1/72)
local margin = 16
local hot = false
local cursor_y = 0
blockinput = false
local total_height = (ev_BUTTON_HEIGHT + margin) * #buttons
for i, button in ipairs(buttons) do
button.last = button.now
ev_bx = (VIRTUAL_WIDTH*0.05) - (ev_button_width * 0.5)
ev_by = (VIRTUAL_HEIGHT * 0.1) - (total_height * 0.5) + cursor_y
local color = {255, 255, 255, 255}
local mx, my = love.mouse.getPosition()
mx = mx * DIFFERENCE_X
my = my * DIFFERENCE_Y
hot = (mx > ev_bx and mx < ev_bx + ev_button_width and my > ev_by and my < ev_by + ev_BUTTON_HEIGHT) and i
if (hot == i) then
blockinput = blockinput or true
color = {10, 10, 0, 255}
end
button.now = love.keyboard.mouseWasReleased()
if button.now and not button.last and hot == i then
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle("fill", 0, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT)
sounds['wallhit']:play()
button.fn()
end
love.graphics.setColor(unpack(color))
love.graphics.rectangle("fill", ev_bx,ev_by, ev_button_width, ev_BUTTON_HEIGHT)
love.graphics.setColor(0, 0, 0, 255)
local textW = smallfont:getWidth(button.text)
local textH = smallfont:getHeight(button.text)
love.graphics.print(button.text, smallfont, VIRTUAL_WIDTH*0.05 - textW*0.5, ev_by*0.9+textH*0.01)
love.graphics.setColor(255, 255, 255, 255)
cursor_y = cursor_y + (ev_BUTTON_HEIGHT + margin)
end
else
if location == 'middle' then
locationx = (VIRTUAL_WIDTH * 0.5)
locationy = (VIRTUAL_HEIGHT* 0.5)
elseif location == 'right' then
locationx = (VIRTUAL_WIDTH * 0.8)
locationy = (VIRTUAL_HEIGHT* 0.5)
elseif location == 'control' then
locationx = (VIRTUAL_WIDTH * 0.2)
locationy = (VIRTUAL_HEIGHT* 0.5)
end
local ev_button_width = VIRTUAL_WIDTH * (1/3)
local ev_BUTTON_HEIGHT = 50
local margin = 16
local hot = false
local cursor_y = 0
local total_height = (ev_BUTTON_HEIGHT + margin) * #buttons
local ev_bx, ev_by
for i, button in ipairs(buttons) do
button.last = button.now
if (location == 'control') then
if string.sub(button.text, 1, 1) == '2' then
ev_bx = (VIRTUAL_WIDTH*0.2) - (ev_button_width * 0.5)
ev_by = locationy - (total_height * 0.5) + cursor_y
elseif string.sub(button.text, 1, 1) == '1' then
ev_bx = (VIRTUAL_WIDTH*0.8) - (ev_button_width * 0.5)
ev_by = locationy - (total_height * 0.5) + cursor_y
else
ev_bx = (VIRTUAL_WIDTH*0.5) - (ev_button_width * 0.5)
ev_by = locationy - (total_height * 0.5) + cursor_y
end
elseif button.text == 'NUCLEAR MODE' and easternum < 11 then
ev_bx = -400
ev_by = -400
else
ev_bx = locationx - (ev_button_width * 0.5)
ev_by = locationy - (total_height * 0.5) + cursor_y
end
if (button.text == 'Play') and location == 'playercount' then color = {0/255, 255/255, 0/255, 255} else
color = {10, 10, 0, 255}
end
local color = {255, 255, 255, 255}
if (button.text == 'NUCLEAR MODE' and easternum > 10) then
color = {0,0,0,1}
else
color = {1,1,1,1}
end
local mx, my = love.mouse.getPosition()
local mx = mx * DIFFERENCE_X
local my = my * DIFFERENCE_Y
local hot = (mx > ev_bx and mx < ev_bx + ev_button_width and my > ev_by and my < ev_by + ev_BUTTON_HEIGHT) and i
if (hot == i) then
color = {10, 10, 0, 255}
end
button.now = love.keyboard.mouseWasReleased()
if button.now and not button.last and hot == i then
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle("fill", 0, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT)
sounds['wallhit']:play()
button.fn()
end
love.graphics.setColor(unpack(color))
love.graphics.rectangle("fill", ev_bx,ev_by, ev_button_width, ev_BUTTON_HEIGHT)
love.graphics.setColor(0, 0, 0, 255)
local textW = smallfont:getWidth(button.text)
local textH = smallfont:getHeight(button.text)
if (location == 'control') then
if (button.text == "1up") then
love.graphics.print("Player 1 UP: " .. string.upper(p1control.up), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '2up' then
love.graphics.print("Player 2 UP: " .. string.upper(p2control.up), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '1down' then
love.graphics.print("Player 1 DOWN: " .. string.upper(p1control.down), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '2down' then
love.graphics.print("Player 2 DOWN: " .. string.upper(p2control.down), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '1special' then
love.graphics.print("Player 1 SPECIAL: " .. string.upper(p1control.super), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '2special' then
love.graphics.print("Player 2 SPECIAL: " .. string.upper(p2control.super), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '1ct' then
love.graphics.print("Player 1 COUNTER: " .. string.upper(p1control.counter), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
elseif button.text == '2ct' then
love.graphics.print("Player 2 COUNTER: " .. string.upper(p2control.counter), smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
else
love.graphics.print(button.text, smallfont, ev_bx + (ev_button_width * 0.1), ev_by+textH*0.5)
end
cursor_y = cursor_y + (ev_BUTTON_HEIGHT + margin)
else
if (button.text == '1v1') then
love.graphics.print(playertext, smallfont, VIRTUAL_WIDTH*0.5 - textW*0.5, by+textH*0.5)
elseif button.text == 'snc' then
if (nuckemodactive == 1) then
love.graphics.setColor(1,0,0,1)
love.graphics.print(synctext, smallfont, VIRTUAL_WIDTH*0.5 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(1,1,1,1)
love.graphics.print(synctext, smallfont, VIRTUAL_WIDTH*0.5 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(0,0,0,1)
else
love.graphics.print(synctext, smallfont, VIRTUAL_WIDTH*0.45 - textW*0.5, ev_by+textH*0.5)
end
elseif (button.text == 'ballCount') then
love.graphics.print("Ball Count: " .. maxBalls, smallfont, VIRTUAL_WIDTH*0.5 - textW*0.5, ev_by+textH*0.5)
elseif (button.text == "Ball Speed: ") then
if (nuckemodactive == 1) then
love.graphics.setColor(1,0,0,1)
love.graphics.print("shaitan machina", smallfont, VIRTUAL_WIDTH*0.5 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(1,1,1,1)
love.graphics.print("shaitan machina", smallfont, VIRTUAL_WIDTH*0.5 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(0,0,0,1)
else
love.graphics.print(button.text .. ballSet, smallfont, VIRTUAL_WIDTH*0.5 - textW*0.5, ev_by+textH*0.5)
end
elseif button.text == 'ptw' then
love.graphics.print("Points to Win: " .. ptw, smallfont,VIRTUAL_WIDTH*0.5 - textW * 1.5, ev_by+textH*0.5)
elseif (button.text == 'Silverblade') then
love.graphics.print("Difficulty: " .. prtext, smallfont, VIRTUAL_WIDTH*0.5 - textW , ev_by+textH*0.5)
else
love.graphics.print(button.text, smallfont, locationx - textW*0.5, ev_by+textH*0.5)
end
love.graphics.setColor(255, 255, 255, 255)
cursor_y = cursor_y + (ev_BUTTON_HEIGHT + margin)
end
end
end
end
function mainMenu:addButton(text, fn)
return {
text = text,
fn = fn,
now = false,
last = false
}
end
function menuButtons()
local button_width = VIRTUAL_WIDTH * (1/3)
local BUTTON_HEIGHT = 50
local margin = 16
local hot = false
local cursor_y = 0
local total_height = (BUTTON_HEIGHT + margin) * #buttons
for i, button in ipairs(buttons) do
button.last = button.now
local bx = (VIRTUAL_WIDTH*0.5) - (button_width * 0.5)
local by = (VIRTUAL_HEIGHT * 0.8) - (total_height * 0.5) + cursor_y
local color = {255, 255, 255, 255}
local mx, my = love.mouse.getPosition()
mx = mx * DIFFERENCE_X
my = my * DIFFERENCE_Y
hot = (mx > bx and mx < bx + button_width and my > by and my < by + BUTTON_HEIGHT) and i
if (hot == i) then
color = {10, 10, 0, 255}
end
button.now = love.keyboard.mouseWasReleased()
if button.now and not button.last and hot == i then
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle("fill", 0, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT)
sounds['wallhit']:play()
button.fn()
end
love.graphics.setColor(unpack(color))
love.graphics.rectangle("fill", bx, by, button_width, BUTTON_HEIGHT)
love.graphics.setColor(0, 0, 0, 255)
local textW = smallfont:getWidth(button.text)
local textH = smallfont:getHeight(button.text)
love.graphics.print(button.text, smallfont, VIRTUAL_WIDTH*0.5 - textW*0.5, by+textH*0.5)
love.graphics.setColor(255, 255, 255, 255)
cursor_y = cursor_y + (BUTTON_HEIGHT + margin)
end
end

バイナリ
mmm.jpg ファイルの表示

変更前 変更後
幅: 1280  |  高さ: 720  |  サイズ: 52 KiB

+ 39
- 0
music.lua ファイルの表示

@@ -0,0 +1,39 @@
function musicController(orders, toggling)
if (orders == 'norm') then
if (gameState ~= 'play' and gameState ~= '1serve' and gameState ~= '2serve' and areanuclear == 0) then
sounds['gayTheme']:stop()
sounds['gayTheme2']:stop()
sounds['updateMusic']:play()
elseif (areanuclear == 1) then
sounds['gayTheme']:setVolume(0)
sounds['gayTheme2']:setVolume(0)
elseif ((gameState == 'play' or gameState == '1serve' or gameState == '2serve') and player1score <= 7 and player2score <= 7 and areanuclear == 0) then
sounds['updateMusic']:stop()
sounds['gayTheme']:setPitch(1)
sounds['gayTheme']:setLooping(true)
sounds['gayTheme']:setVolume(0.5)
sounds['gayTheme']:play()
elseif gameState == 'play' and player1score > 7 or player2score > 7 and areanuclear == 0 then
sounds['gayTheme']:stop()
sounds['updateMusic']:stop()
sounds['gayTheme2']:setPitch(1)
sounds['gayTheme2']:setLooping(true)
sounds['gayTheme2']:setVolume(0.5)
sounds['gayTheme2']:play()
else
end
elseif order ~= nil then

sounds[orders]:setPitch(1)
sounds[orders]:setLooping(true)
sounds[orders]:setVolume(0.9)
sounds[orders]:play()
if (toggling == 1) then
sounds[orders]:setVolume(0.9)
else
sounds[orders]:setVolume(0)
end
end
end

+ 69
- 0
paddle.lua ファイルの表示

@@ -0,0 +1,69 @@
paddle = Class{}
function paddle:init(x, y, width, height, player)
self.RED = 255
self.GREEN = 255
self.BLUE = 255
self.x = x
self.y = y
self.width = width
self.height = height
self.dy = 0
self.xy = x
self.yx = y
self.velocity = 0
self.shadowbonus = 0
self.player = player
end
function paddle:update(dt)
if ((self.player == 1 and timeIsSlow2) or self.player == 2 and timeIsSlow) then
self.dy = self.dy / 2
end
if (self.dy == 0) then
self.velocity = self.velocity / 1.1
if (self.velocity < 1 and self.velocity > -1) then
self.velocity = 0
end
else
self.velocity = self.velocity + self.dy*dt
end
if (self.velocity < 0) then
if (self.y > 0) then
self.y = self.y + self.velocity
else
self.velocity = 0
end
elseif (self.velocity > 0) then
if (self.y < VIRTUAL_HEIGHT - 80) then
self.y = self.y + self.velocity
else
self.velocity = 0
end
else
self.velocity = 0
end
if ((timeIsSlow == false and self.player == 1) or (timeIsSlow2 == false and self.player == 2)) then
if (math.abs(self.yx - self.y) < 11) then
self.yx = self.y
end
if (self.yx < self.y) then
self.yx = self.yx + math.abs(paddle_SPEED/1.7)
elseif (self.yx > self.y) then
self.yx = self.yx - math.abs(paddle_SPEED/1.7)
end
end
end
function paddle:render()
love.graphics.setColor(self.RED, self.GREEN, self.BLUE, 60/255)
love.graphics.rectangle('fill', self.xy, self.yx, self.width, self.height, 20, 20)
love.graphics.setColor(self.RED, self.GREEN, self.BLUE, 255)
love.graphics.rectangle('fill', self.x, self.y, self.width, self.height, 20, 20)
love.graphics.setColor(255, 255, 255, 255)
end

+ 272
- 0
push.lua ファイルの表示

@@ -0,0 +1,272 @@
local love11 = love.getVersion() == 11
local getDPI = love11 and love.window.getDPIScale or love.window.getPixelScale
local windowUpdateMode = love11 and love.window.updateMode or function(width, height, settings)
local _, _, flags = love.window.getMode()
for k, v in pairs(settings) do flags[k] = v end
love.window.setMode(width, height, flags)
end
local push = {
defaults = {
fullscreen = false,
resizable = false,
pixelperfect = false,
highdpi = true,
canvas = true,
stencil = true
}
}
setmetatable(push, push)
function push:applySettings(settings)
for k, v in pairs(settings) do
self["_" .. k] = v
end
end
function push:resetSettings() return self:applySettings(self.defaults) end
function push:setupScreen(WWIDTH, WHEIGHT, RWIDTH, RHEIGHT, settings)
settings = settings or {}
self._WWIDTH, self._WHEIGHT = WWIDTH, WHEIGHT
self._RWIDTH, self._RHEIGHT = RWIDTH, RHEIGHT
self:applySettings(self.defaults) --set defaults first
self:applySettings(settings) --then fill with custom settings
windowUpdateMode(self._RWIDTH, self._RHEIGHT, {
fullscreen = self._fullscreen,
resizable = self._resizable,
highdpi = self._highdpi
})
self:initValues()
if self._canvas then
self:setupCanvas({ "default" }) --setup canvas
end
self._borderColor = {0, 0, 0}
self._drawFunctions = {
["start"] = self.start,
["end"] = self.finish
}
return self
end
function push:setupCanvas(canvases)
table.insert(canvases, { name = "_render", private = true }) --final render
self._canvas = true
self.canvases = {}
for i = 1, #canvases do
push:addCanvas(canvases[i])
end
return self
end
function push:addCanvas(params)
table.insert(self.canvases, {
name = params.name,
private = params.private,
shader = params.shader,
canvas = love.graphics.newCanvas(self._WWIDTH, self._WHEIGHT),
stencil = params.stencil or self._stencil
})
end
function push:setCanvas(name)
if not self._canvas then return true end
return love.graphics.setCanvas(self:getCanvasTable(name).canvas)
end
function push:getCanvasTable(name)
for i = 1, #self.canvases do
if self.canvases[i].name == name then
return self.canvases[i]
end
end
end
function push:setShader(name, shader)
if not shader then
self:getCanvasTable("_render").shader = name
else
self:getCanvasTable(name).shader = shader
end
end
function push:initValues()
self._PSCALE = (not love11 and self._highdpi) and getDPI() or 1
self._SCALE = {
x = self._RWIDTH/self._WWIDTH * self._PSCALE,
y = self._RHEIGHT/self._WHEIGHT * self._PSCALE
}
if self._stretched then --if stretched, no need to apply offset
self._OFFSET = {x = 0, y = 0}
else
local scale = math.min(self._SCALE.x, self._SCALE.y)
if self._pixelperfect then scale = math.floor(scale) end
self._OFFSET = {x = (self._SCALE.x - scale) * (self._WWIDTH/2), y = (self._SCALE.y - scale) * (self._WHEIGHT/2)}
self._SCALE.x, self._SCALE.y = scale, scale --apply same scale to X and Y
end
self._GWIDTH = self._RWIDTH * self._PSCALE - self._OFFSET.x * 2
self._GHEIGHT = self._RHEIGHT * self._PSCALE - self._OFFSET.y * 2
end
function push:apply(operation, shader)
self._drawFunctions[operation](self, shader)
end
function push:start()
if self._canvas then
love.graphics.push()
love.graphics.setCanvas({ self.canvases[1].canvas, stencil = self.canvases[1].stencil })
else
love.graphics.translate(self._OFFSET.x, self._OFFSET.y)
love.graphics.setScissor(self._OFFSET.x, self._OFFSET.y, self._WWIDTH*self._SCALE.x, self._WHEIGHT*self._SCALE.y)
love.graphics.push()
love.graphics.scale(self._SCALE.x, self._SCALE.y)
end
end
function push:applyShaders(canvas, shaders)
local _shader = love.graphics.getShader()
if #shaders <= 1 then
love.graphics.setShader(shaders[1])
love.graphics.draw(canvas)
else
local _canvas = love.graphics.getCanvas()
local _tmp = self:getCanvasTable("_tmp")
if not _tmp then --create temp canvas only if needed
self:addCanvas({ name = "_tmp", private = true, shader = nil })
_tmp = self:getCanvasTable("_tmp")
end
love.graphics.push()
love.graphics.origin()
local outputCanvas
for i = 1, #shaders do
local inputCanvas = i % 2 == 1 and canvas or _tmp.canvas
outputCanvas = i % 2 == 0 and canvas or _tmp.canvas
love.graphics.setCanvas(outputCanvas)
love.graphics.clear()
love.graphics.setShader(shaders[i])
love.graphics.draw(inputCanvas)
love.graphics.setCanvas(inputCanvas)
end
love.graphics.pop()
love.graphics.setCanvas(_canvas)
love.graphics.draw(outputCanvas)
end
love.graphics.setShader(_shader)
end
function push:finish(shader)
love.graphics.setBackgroundColor(unpack(self._borderColor))
if self._canvas then
local _render = self:getCanvasTable("_render")
love.graphics.pop()
local white = love11 and 1 or 255
love.graphics.setColor(white, white, white)
--draw canvas
love.graphics.setCanvas(_render.canvas)
for i = 1, #self.canvases do --do not draw _render yet
local _table = self.canvases[i]
if not _table.private then
local _canvas = _table.canvas
local _shader = _table.shader
self:applyShaders(_canvas, type(_shader) == "table" and _shader or { _shader })
end
end
love.graphics.setCanvas()
--draw render
love.graphics.translate(self._OFFSET.x, self._OFFSET.y)
local shader = shader or _render.shader
love.graphics.push()
love.graphics.scale(self._SCALE.x, self._SCALE.y)
self:applyShaders(_render.canvas, type(shader) == "table" and shader or { shader })
love.graphics.pop()
--clear canvas
for i = 1, #self.canvases do
love.graphics.setCanvas(self.canvases[i].canvas)
love.graphics.clear()
end
love.graphics.setCanvas()
love.graphics.setShader()
else
love.graphics.pop()
love.graphics.setScissor()
end
end
function push:setBorderColor(color, g, b)
self._borderColor = g and {color, g, b} or color
end
function push:toGame(x, y)
x, y = x - self._OFFSET.x, y - self._OFFSET.y
local normalX, normalY = x / self._GWIDTH, y / self._GHEIGHT
x = (x >= 0 and x <= self._WWIDTH * self._SCALE.x) and normalX * self._WWIDTH or nil
y = (y >= 0 and y <= self._WHEIGHT * self._SCALE.y) and normalY * self._WHEIGHT or nil
return x, y
end
--doesn't work - TODO
function push:toReal(x, y)
return x + self._OFFSET.x, y + self._OFFSET.y
end
function push:switchFullscreen(winw, winh)
self._fullscreen = not self._fullscreen
local windowWidth, windowHeight = love.window.getDesktopDimensions()
if self._fullscreen then --save windowed dimensions for later
self._WINWIDTH, self._WINHEIGHT = self._RWIDTH, self._RHEIGHT
elseif not self._WINWIDTH or not self._WINHEIGHT then
self._WINWIDTH, self._WINHEIGHT = windowWidth * .5, windowHeight * .5
end
self._RWIDTH = self._fullscreen and windowWidth or winw or self._WINWIDTH
self._RHEIGHT = self._fullscreen and windowHeight or winh or self._WINHEIGHT
self:initValues()
love.window.setFullscreen(self._fullscreen, "desktop")
if not self._fullscreen and (winw or winh) then
windowUpdateMode(self._RWIDTH, self._RHEIGHT) --set window dimensions
end
end
function push:resize(w, h)
if self._highdpi then w, h = w / self._PSCALE, h / self._PSCALE end
self._RWIDTH = w
self._RHEIGHT = h
self:initValues()
end
function push:getWidth() return self._WWIDTH end
function push:getHeight() return self._WHEIGHT end
function push:getDimensions() return self._WWIDTH, self._WHEIGHT end
return push

+ 26
- 0
readme.md ファイルの表示

@@ -0,0 +1,26 @@
<h1>NuclearPong!</h1>
Pong reimagined. Poorly reimagined.

<h1 class = "text-center">The basics: </h1>
<h3 class = "text-center">As easy as riding a bike</h3>
<h5 class = "text-center">*if you can ride a bike</h5>
<div class = "row padding">
<div class = "col-sm-6">
<h3>Default controls for player 1: </h3>
<ul>
<li><b>[A] for up</b></li>
<li><b>[Z] for down</b></li>
<li><b>[S] while your counter says [S] and is white for a strong attack</b></li>
<li><b>[S] while your counter says [S] and is red to drop a NUKE</b></li>
<li><b>[X] while your counter says [X] to slow down time</b></li>
</ul>
<h3>Default controls for player 2: </h3>
<ul>
<li><b>[;] for up</b></li>
<li><b>[.] for down</b></li>
<li><b>[L] while your counter says [L] and is white for a strong attack</b></li>
<li><b>[L] while your counter says [L] and is red to drop a NUKE</b></li>
<li><b>[,] while your counter says [,] to slow down time</b></li>
</ul>
</div>

+ 0
- 0
save.lua ファイルの表示


+ 121
- 0
ser.lua ファイルの表示

@@ -0,0 +1,121 @@
local pairs, ipairs, tostring, type, concat, dump, floor, format = pairs, ipairs, tostring, type, table.concat, string.dump, math.floor, string.format

local function getchr(c)
return "\\" .. c:byte()
end

local function make_safe(text)
return ("%q"):format(text):gsub('\n', 'n'):gsub("[\128-\255]", getchr)
end

local oddvals = {[tostring(1/0)] = '1/0', [tostring(-1/0)] = '-1/0', [tostring(-(0/0))] = '-(0/0)', [tostring(0/0)] = '0/0'}
local function write(t, memo, rev_memo)
local ty = type(t)
if ty == 'number' then
t = format("%.17g", t)
return oddvals[t] or t
elseif ty == 'boolean' or ty == 'nil' then
return tostring(t)
elseif ty == 'string' then
return make_safe(t)
elseif ty == 'table' or ty == 'function' then
if not memo[t] then
local index = #rev_memo + 1
memo[t] = index
rev_memo[index] = t
end
return '_[' .. memo[t] .. ']'
else
error("Trying to serialize unsupported type " .. ty)
end
end

local kw = {['and'] = true, ['break'] = true, ['do'] = true, ['else'] = true,
['elseif'] = true, ['end'] = true, ['false'] = true, ['for'] = true,
['function'] = true, ['goto'] = true, ['if'] = true, ['in'] = true,
['local'] = true, ['nil'] = true, ['not'] = true, ['or'] = true,
['repeat'] = true, ['return'] = true, ['then'] = true, ['true'] = true,
['until'] = true, ['while'] = true}
local function write_key_value_pair(k, v, memo, rev_memo, name)
if type(k) == 'string' and k:match '^[_%a][_%w]*$' and not kw[k] then
return (name and name .. '.' or '') .. k ..'=' .. write(v, memo, rev_memo)
else
return (name or '') .. '[' .. write(k, memo, rev_memo) .. ']=' .. write(v, memo, rev_memo)
end
end

-- fun fact: this function is not perfect
-- it has a few false positives sometimes
-- but no false negatives, so that's good
local function is_cyclic(memo, sub, super)
local m = memo[sub]
local p = memo[super]
return m and p and m < p
end

local function write_table_ex(t, memo, rev_memo, srefs, name)
if type(t) == 'function' then
return '_[' .. name .. ']=loadstring' .. make_safe(dump(t))
end
local m = {}
local mi = 1
for i = 1, #t do -- don't use ipairs here, we need the gaps
local v = t[i]
if v == t or is_cyclic(memo, v, t) then
srefs[#srefs + 1] = {name, i, v}
m[mi] = 'nil'
mi = mi + 1
else
m[mi] = write(v, memo, rev_memo)
mi = mi + 1
end
end
for k,v in pairs(t) do
if type(k) ~= 'number' or floor(k) ~= k or k < 1 or k > #t then
if v == t or k == t or is_cyclic(memo, v, t) or is_cyclic(memo, k, t) then
srefs[#srefs + 1] = {name, k, v}
else
m[mi] = write_key_value_pair(k, v, memo, rev_memo)
mi = mi + 1
end
end
end
return '_[' .. name .. ']={' .. concat(m, ',') .. '}'
end

return function(t)
local memo = {[t] = 0}
local rev_memo = {[0] = t}
local srefs = {}
local result = {}

-- phase 1: recursively descend the table structure
local n = 0
while rev_memo[n] do
result[n + 1] = write_table_ex(rev_memo[n], memo, rev_memo, srefs, n)
n = n + 1
end

-- phase 2: reverse order
for i = 1, n*.5 do
local j = n - i + 1
result[i], result[j] = result[j], result[i]
end

-- phase 3: add all the tricky cyclic stuff
for i, v in ipairs(srefs) do
n = n + 1
result[n] = write_key_value_pair(v[2], v[3], memo, rev_memo, '_[' .. v[1] .. ']')
end

-- phase 4: add something about returning the main table
if result[n]:sub(1, 5) == '_[0]=' then
result[n] = 'return ' .. result[n]:sub(6)
else
result[n + 1] = 'return _[0]'
end

-- phase 5: just concatenate everything
result = concat(result, '\n')
return n > 1 and 'local _={}\n' .. result or result
end

+ 123
- 0
simpleScale.lua ファイルの表示

@@ -0,0 +1,123 @@
simpleScale = {}
--Your Game's Aspect Ratio
local gAspectRatio
--The Window's Aspect Ratio
local wAspectRatio
--The scale between the game and the window's aspect ratio
simpleScale.scale = 1

local xt, yt = 0, 0, 1
local gameW, gameH, windowW, windowH = 800, 600, 800, 600

-- Declares your game's width and height, and sets the window size/settings
-- To be used instead of love.window.setMode
-- [gw] and [gh] are the width and height of the initial game
-- [sw] and [sh] (optional) are the width and height of the final window
-- [settings] (optional) are settings for love.window.setMode
function simpleScale.setWindow(gw, gh, sw, sh, settings)
sw = sw or gw
sh = sh or gh
gAspectRatio = gw/gh
gameW = gw
gameH = gh
simpleScale.updateWindow(sw, sh, settings)
end

-- Updates the Window size/settings
-- To be used instead of love.window.setMode
-- [sw] and [sh] are the width and height of the new Window
-- [settings] (optional) are settings for love.window.setMode
function simpleScale.updateWindow(sw, sh, settings)
love.window.setMode(sw, sh, settings)
windowW, windowH = love.graphics.getWidth(), love.graphics.getHeight()
wAspectRatio = windowW/windowH

--Window aspect ratio is TALLER than game
if gAspectRatio > wAspectRatio then
scale = windowW/gameW
xt = 0
yt = windowH/2 - (scale*gameH)/2

--Window aspect ratio is WIDER than game
elseif gAspectRatio < wAspectRatio then
scale = windowH/gameH
xt = windowW/2 - (scale*gameW)/2
yt = 0

--Window and game aspect ratios are EQUAL
else
scale = windowW/gameW

xt = 0
yt = 0
end
simpleScale.scale = scale
end

-- If you screen is resizable on drag, you'll need to call this to make sure
-- the appropriate screen values stay updated
-- You can call it on love.update() with no trouble
function simpleScale.resizeUpdate()
windowW, windowH = love.graphics.getWidth(), love.graphics.getHeight()
wAspectRatio = windowW/windowH

--Window aspect ratio is TALLER than game
if gAspectRatio > wAspectRatio then
scale = windowW/gameW
xt = 0
yt = windowH/2 - (scale*gameH)/2

--Window aspect ratio is WIDER than game
elseif gAspectRatio < wAspectRatio then
scale = windowH/gameH
xt = windowW/2 - (scale*gameW)/2
yt = 0

--Window and game aspect ratios are EQUAL
else
scale = windowW/gameW

xt = 0
yt = 0
end
simpleScale.scale = scale
end

-- Transforms the game's window relative to the entire window
-- Call this at the beginning of love.draw()
function simpleScale.set()
love.graphics.push()
love.graphics.translate(xt, yt)
love.graphics.scale(scale, scale)
end

-- Untransforms the game's window
-- Call this at the end of love.draw
-- You can optionally make the letterboxes a specific color by passing
-- [color] (optional) a table of color values
function simpleScale.unSet(color)
love.graphics.scale(1/scale, 1/scale)
love.graphics.translate(-xt, -yt)
love.graphics.pop()

--Draw the Letterboxes
local r,g,b,a = love.graphics.getColor()
local originalColor = love.graphics.getColor()
local boxColor
if color == nil then
boxColor = {0,0,0}
else
boxColor = color
end
love.graphics.setColor(boxColor)
--Horizontal bars
if gAspectRatio > wAspectRatio then
love.graphics.rectangle("fill", 0, 0, windowW, math.abs((gameH*scale - (windowH))/2))
love.graphics.rectangle("fill", 0, windowH, windowW, -math.abs((gameH*scale - (windowH))/2))
--Vertical bars
elseif gAspectRatio < wAspectRatio then
love.graphics.rectangle("fill", 0, 0, math.abs((gameW*scale - (windowW))/2),windowH)
love.graphics.rectangle("fill", windowW, 0, -math.abs((gameW*scale - (windowW))/2),windowH)
end
love.graphics.setColor(r,g,b,a)
end

+ 8
- 0
superPowerControl.lua ファイルの表示

@@ -0,0 +1,8 @@
function powerControl(initiate, type)
if initiate == 1 and type == 'special' then
sounds["time"]:play() player1reverbav = false timeIsSlow = true originalSpeed = ballSpeed originalPaddle = paddle_SPEED player1reverbav = 0 potentialnuke1 = 0 potentialstrike1 = 0
end
end
function powerUpdate()

end

バイナリ
win.wav ファイルの表示


読み込み中…
キャンセル
保存