Browse Source

Real 0.8

tags/earlygalaxy
Madiwka3 3 years ago
parent
commit
720d9ae9ee
100 changed files with 173 additions and 2064 deletions
  1. +2
    -1
      button.lua
  2. +0
    -47
      buttonManager.lua
  3. +0
    -505
      gifload.lua
  4. BIN
      img/SPC/Engine Thrusters/diagonal-thrust-01.png
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      img/SPC/Engine Thrusters/diagonal-thrust-02.png
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      img/SPC/Engine Thrusters/diagonal-thrust-04.png
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      img/SPC/Engine Thrusters/vertical-thrust-01.png
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      img/SPC/Explosion/explosion-1.png
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      img/SPC/Projectiles/projectile-red.png
  29. BIN
      img/SPC/_pixel_spaceships_for_shmup_1.4.psd
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      img/SPC/large_grey_01.png
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      img/SPC/large_grey_02.png
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      img/SPC/large_purple_01.png
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      img/SPC/tankbase_01.png
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  95. +119
    -62
      main.lua
  96. +0
    -1432
      main2.lua
  97. +38
    -9
      mainMenu.lua
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      mmm.jpg
  99. +14
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      readme.md
  100. +0
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      save.lua

+ 2
- 1
button.lua View File

@@ -1,11 +1,12 @@
button = Class{}

function button:init(x, y, width, height, color)
function button:init(x, y, width, height, color, skipAnim)
self.x = x
self.y = y
self.w = width
self.h = height
self.color = color
self.skipAnim = skipAnim
end

function button:update(dt)


+ 0
- 47
buttonManager.lua View File

@@ -1,47 +0,0 @@
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

+ 0
- 505
gifload.lua View File

@@ -1,519 +0,0 @@
--[===================================================================[--
Copyright © 2016, 2018 Pedro Gimeno Fortea. All rights reserved.

Permission is hereby granted to everyone to copy and use this file,
for any purpose, in whole or in part, free of charge, provided this
single condition is met: The above copyright notice, together with
this permission grant and the disclaimer below, should be included
in all copies of this software or of a substantial portion of it.

THIS SOFTWARE COMES WITHOUT ANY WARRANTY, EXPRESS OR IMPLIED.
--]===================================================================]--



local ffi = require 'ffi'
local bit = require 'bit'


local bytearray = ffi.typeof('uint8_t[?]')
local intarray = ffi.typeof('int[?]')
local int32ptr = ffi.typeof('int32_t *')

local intertable = {0, 8, 4, 8, 2, 4, 1, 2, false}

local function coresume(co, ...)
local ok, err = coroutine.resume(co, ...)
if not ok then
error(err)
end
end

local function gifread(self, length)
while self.ptr + length >= self.buflen do
coroutine.yield() -- wait for more input
end
local tmp = self.ptr
self.ptr = self.ptr + length
if tmp >= 24576 then -- this leaves 8192 as max read length (768 would probably suffice)
ffi.copy(self.buffer, self.buffer + tmp, self.buflen - tmp)
self.buflen = self.buflen - tmp
self.ptr = self.ptr - tmp
tmp = 0
end
return tmp, length
end

local function gifupdate(self, s)
if #s > 32768 then
-- Creating a Lua string object is an expensive operation.
-- Do it as seldom as possible. We split the input data
-- into 32K chunks.
for i = 1, #s, 32768 do
gifupdate(self, s:sub(i, i + 32767))
end
return
end

if coroutine.status(self.decoder) == "dead" then
-- feeding data after the decoding is finished, ignore
return
end
assert(self.buflen <= 32768, "Buffer overflow")

ffi.copy(self.buffer + self.buflen, s, #s)
self.buflen = self.buflen + #s
coresume(self.decoder)
return self
end

local function gifdone(self)
-- free C memory immediately
self.buffer = false
return self
end

local function giferr(self, msg)
print(msg)
end

local function gifpalette(palette, source, psize)
-- Read a palette, inserting alpha
for i = 0, psize - 1 do
palette[i*4] = source[i*3]
palette[i*4 + 1] = source[i*3 + 1]
palette[i*4 + 2] = source[i*3 + 2]
palette[i*4 + 3] = 255
end
end

local function gifdecoder(self)
-- Read file ID and header
local buffer = self.buffer
gifread(self, 13)
if ffi.string(self.buffer, 6) ~= 'GIF87a'
and ffi.string(self.buffer, 6) ~= 'GIF89a'
then
self:err('Invalid GIF file format')
return
end
self.width = buffer[6] + 256*buffer[7]
self.height = buffer[8] + 256*buffer[9]
local gpalettesize = buffer[10] >= 128 and bit.lshift(1, bit.band(buffer[10], 7) + 1) or 0
local background = buffer[11]
self.aspect = ((buffer[12] == 0 and 49 or 0) + 15) / 64

local gpalette = bytearray(256*4)
local lpalette = bytearray(256*4)
local lpalettesize
-- Read palette and set background
self.background = background -- default value
if gpalettesize > 0 then
gifread(self, gpalettesize * 3)
gifpalette(gpalette, buffer + 13, gpalettesize)

if background < gpalettesize then
self.background = {gpalette[background*4], gpalette[background*4+1], gpalette[background*4+2]}
end
end

local p
local GCE_trans = false
local GCE_dispose = 0
local GCE_delay = 0

-- Allocate the buffers in advance, to reuse them for every frame
local dict = bytearray(4096)
local dictptrs = intarray(4096)
local reversebuf = bytearray(4096)

repeat
-- Get block type
p = gifread(self, 1)
local blocktype = 0x3B
local blocklen
-- for simplicity (?), we fuse the block type and the extension type into
-- 'blocktype'
if buffer[p] == 0x2C then
-- Image block
blocktype = 0x2C
elseif buffer[p] == 0x21 then
-- Extension block
p = gifread(self, 1)
blocktype = buffer[p]
if blocktype == 0x2C then
-- there's no extension 2C - terminate
-- (avoids ambiguity with block type 2C)
blocktype = 0x3B
end
elseif buffer[p] ~= 0x3B then
self:err(string.format("Unknown block type: 0x%02X", buffer[p]))
break
end

if blocktype == 0x3B then
-- Trailer block or invalid block - terminate
break

elseif blocktype == 0xFF then
-- Application extension - may be loop, otherwise skip
p = gifread(self, 1)
blocklen = buffer[p]
p = gifread(self, blocklen + 1)
if blocklen >= 11 and ffi.string(buffer + p, 11) == 'NETSCAPE2.0' then
-- these *are* the androids we're looking for
p = p + blocklen
while buffer[p] ~= 0 do
local sblen = buffer[p]
p = gifread(self, sblen + 1) -- read also the next block length
if buffer[p] == 1 and sblen >= 3 then
-- looping subblock - that's for us
self.loop = buffer[p + 1] + 256 * buffer[p + 2]
end
p = p + sblen -- advance to next block
end
else
-- skip entire block
p = p + blocklen
while buffer[p] ~= 0 do
gifread(self, buffer[p])
p = gifread(self, 1)
end
end

elseif blocktype == 0x01 or blocktype == 0xFE then
-- Text or Comment Extension - not processed by us, skip
p = gifread(self, 1) -- read length
if blocktype < 0x01 then
-- skip the block header (contains a length field)
p = gifread(self, buffer[p] + 1) + buffer[p]

-- the text extension "consumes" the GCE, so we clear it
GCE_trans = false
GCE_dispose = 0
GCE_delay = 0
end
while buffer[p] ~= 0 do
p = gifread(self, buffer[p] + 1) + buffer[p]
end

elseif blocktype == 0xF9 then
-- Graphic Control Extension
p = gifread(self, 1)
blocklen = buffer[p]
p = gifread(self, blocklen + 1)
if blocklen >= 4 then
GCE_delay = (buffer[p+1] + 256 * buffer[p+2]) / 100
GCE_trans = bit.band(buffer[p], 1) ~= 0 and buffer[p + 3]
GCE_dispose = bit.rshift(bit.band(buffer[p], 0x1C), 2)
end
p = p + blocklen
while buffer[p] ~= 0 do
p = gifread(self, buffer[p] + 1) + buffer[p]
end
elseif blocktype == 0x2C then
-- Here be dragons
p = gifread(self, 9)

local x, y = buffer[p] + 256*buffer[p+1], buffer[p+2] + 256*buffer[p+3]
local w, h = buffer[p+4] + 256*buffer[p+5], buffer[p+6] + 256*buffer[p+7]
if w == 0 or h == 0 then
self:err('Zero size image')
break
end
local img = love.image.newImageData(w, h)
local dataptr = ffi.cast(int32ptr, img:getPointer())
self.imgs[#self.imgs + 1] = GCE_dispose
self.imgs[#self.imgs + 1] = GCE_delay
self.imgs[#self.imgs + 1] = img
self.imgs[#self.imgs + 1] = x
self.imgs[#self.imgs + 1] = y
self.nimages = self.nimages + 1

local flags = buffer[p+8]
if flags >= 128 then
-- Has local palette
lpalettesize = bit.lshift(1, bit.band(flags, 7) + 1)
p = gifread(self, lpalettesize*3)
gifpalette(lpalette, buffer + p, lpalettesize)
else
-- No local palette - copy the global palette to the local one
ffi.copy(lpalette, gpalette, gpalettesize*4)
lpalettesize = gpalettesize
end
if GCE_trans and GCE_trans < lpalettesize then
-- Clear alpha
lpalette[GCE_trans*4 + 3] = 0
end
local interlace = bit.band(flags, 64) ~= 0 and 1

-- LZW decoder.

-- This could really use another coroutine for
-- simplicity, as there's another producer/consumer,
-- but we won't go there.

p = gifread(self, 2)
local LZWsize = buffer[p]
p = p + 1
if LZWsize == 0 or LZWsize > 11 then
self:err("Invalid code size")
break
end
local codebits = LZWsize + 1
local clearcode = bit.lshift(1, LZWsize) -- End-of-stream is always clearcode+1
local dictlen = clearcode + 2

local bitstream, bitlen = 0, 0
x, y = 0, 0
local nextlenptr = p
local oldcode
local walkcode

local nrows = 0 -- counts vertical rows, used because interlacing makes the last y invalid
local row = 0

repeat
-- Are there enough bits in curcode? Do we need to read more data?
if bitlen >= codebits and y then
-- Extract next code
local code = bit.band(bitstream, bit.lshift(1, codebits) - 1)
bitstream = bit.rshift(bitstream, codebits)
bitlen = bitlen - codebits

if code == clearcode then
codebits = LZWsize + 1
dictlen = clearcode + 2
oldcode = false
elseif code == clearcode + 1 then
if x ~= 0 or nrows ~= h then
self:err("Soft EOD before all rows were output")
end
-- signal end of processing
-- (further data won't be read, but we need to follow the blocks)
y = false
else
-- The dictionary is stored as a list of back pointers.
-- We need to reverse the order to output the entries.
-- We use a reverse buffer for that.
local reverseptr = 4095
-- Is this code already in the table?
if code < dictlen then
-- Already in the table - get the string from the table
walkcode = code
while walkcode >= clearcode do
reversebuf[reverseptr] = dict[walkcode]
reverseptr = reverseptr - 1
walkcode = dictptrs[walkcode]
end
reversebuf[reverseptr] = walkcode
-- Add to the table
if oldcode then
if dictlen < 4096 then
dictptrs[dictlen] = oldcode
dict[dictlen] = walkcode
dictlen = dictlen + 1
if dictlen ~= 4096 and bit.band(dictlen, dictlen - 1) == 0 then
-- perfect power of two - increase code size
codebits = codebits + 1
end
end
end
oldcode = code
else
-- Not in the table - deal with the special case
-- The compressor has created a new code, which must be the next
-- in sequence. We know what it must contain.
-- It must contain oldcode + first character of oldcode.
if code > dictlen or not oldcode or not walkcode then
self:err("Broken LZW")
break
end

-- Add to the table
if oldcode then
if dictlen < 4096 then
dictptrs[dictlen] = oldcode
dict[dictlen] = walkcode
dictlen = dictlen + 1
if dictlen ~= 4096 and bit.band(dictlen, dictlen - 1) == 0 then
-- perfect power of two - increase code size
codebits = codebits + 1
end
end
end
oldcode = code
walkcode = oldcode

while walkcode >= clearcode do
reversebuf[reverseptr] = dict[walkcode]
reverseptr = reverseptr - 1
walkcode = dictptrs[walkcode]
end
reversebuf[reverseptr] = walkcode
end

if y then
for i = reverseptr, 4095 do
local c = reversebuf[i]
if c >= lpalettesize then c = 0 end
c = ffi.cast(int32ptr, lpalette)[c]
dataptr[x + row] = c
if interlace then
-- The passes 1, 2, 3, 4 correspond to the
-- values 1, 3, 5, 7 of 'interlace'.
if self.progressive and interlace < 7 and y + 1 < h then
-- In any pass but the last, there are at least 2 lines.
dataptr[x + row + w] = c
if interlace < 5 and y + 2 < h then
-- In the first two passes, there are at least 4 lines.
dataptr[x + row + w*2] = c
if y + 3 < h then
dataptr[x + row + w*3] = c
if interlace < 3 and y + 4 < h then
-- In the first pass there are 8 lines.
dataptr[x + row + w*4] = c
if y + 5 < h then
dataptr[x + row + w*5] = c
if y + 6 < h then
dataptr[x + row + w*6] = c
if y + 7 < h then
dataptr[x + row + w*7] = c
end
end
end
end
end
end
end
-- Advance pixel
x = x + 1
if x >= w then
-- Skip to next interlaced row
x = 0
nrows = nrows + 1
y = y + intertable[interlace + 1]
if y >= h then
interlace = interlace + 2
if interlace > 7 then
y = false
else
y = intertable[interlace]
end
end
if y then
row = y * w
end
end
else
-- No interlace, just increment y
x = x + 1
if x >= w then
x = 0
y = y + 1
nrows = y
if y >= h then
y = false
else
row = y * w
end
end
end
end

else
-- This should not happen.
self:err('Data past the end of the image')
end
end
else
-- Not enough bits, grab 8 more
if p >= nextlenptr then
-- End of this subblock - read next subblock
assert(p == nextlenptr)
local sblen = buffer[nextlenptr]

if sblen == 0 then
-- no more data
if y then
self:err("Hard EOD before the end of the image")
end
break
end
p = gifread(self, sblen + 1)
nextlenptr = p + sblen
end
if y then
bitstream = bitstream + bit.lshift(buffer[p], bitlen)
bitlen = bitlen + 8
p = p + 1
else
-- end of data - fast forward to end of block
p = nextlenptr
end
end

until false
GCE_trans = false
GCE_dispose = 0
GCE_delay = 0
self.ncomplete = self.nimages

else
break
end
until false

end

local function gifframe(self, n)
n = (n-1) % self.nimages + 1
return self.imgs[n*5-2], self.imgs[n*5-1], self.imgs[n*5], self.imgs[n*5-3], self.imgs[n*5-4]
end

local function gifnew(retver)
if retver == "version" then
return 0x010002
-- else just ignore it and create the object
end

local self = {
update = gifupdate;
done = gifdone;
frame = gifframe;
err = giferr;
background = false;
width = false;
height = false;
imgs = {};
nimages = 0;
ncomplete = 0;
buffer = bytearray(65536);
buflen = 0;
ptr = 0;
progressive = false;
loop = false;
aspect = false;
decoder = coroutine.create(gifdecoder);
}
-- pass self to the coroutine (will return immediately for lack of data)
coresume(self.decoder, self)
return self
end

return gifnew

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+ 119
- 62
main.lua View File

@@ -25,9 +25,10 @@ showTouchControls = false


--0.9 VARIABLES
isButtonAnimated = false

wallsLoadError = false
background = love.graphics.newImage('img/background.jpg')
bigship = love.graphics.newImage('img/large_red_01.png')
backgroundScroll = 0

background_scroll_speed = 10
@@ -125,20 +126,22 @@ function newTouch(id, x, y)
originalY = y
}
end
function newButton(text, fn, sp)
if sp ~= nil then
function newButton(text, fn, sp, qp)
if qp ~= nil then
return {
x = (VIRTUAL_WIDTH * 0.5) - VIRTUAL_WIDTH * (1/3)*0.5,
text = text,
fn = fn,
skipAnim = true,
now = false,
last = false
}
else
return {
x = 1290,
x = 1300,
text = text,
fn = fn,
skipAnim = sp,
now = false,
last = false
}
@@ -189,7 +192,6 @@ controlSettings = {}
modeSelectorButtons = {}
pracdiff = {}
playerCountButtons = {}
ships = {}
function controlChanger()
if (gameState == "assign") then
love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255)
@@ -198,7 +200,8 @@ function controlChanger()
end
function love.load()
walls = {}
love.filesystem.createDirectory( "pong" )
print(love.filesystem.createDirectory( "pong" ))
love.filesystem.setIdentity( "pong" )
print (love.filesystem.getSaveDirectory())
print (love.filesystem.getIdentity( ))
love.graphics.setDefaultFilter('nearest', 'nearest')
@@ -242,7 +245,8 @@ function love.load()
globalState = "menu"
hardmanager()
end
end
end,
false
)
)
table.insert(
@@ -253,7 +257,8 @@ function love.load()
for k in pairs(walls) do
walls[k] = nil
end
end
end,
false
)
)
table.insert(
@@ -263,7 +268,8 @@ function love.load()
function()
paused = false
TEXT = "Let's Continue"
end
end,
false
)
)
table.insert(
@@ -287,7 +293,8 @@ function love.load()
potentialstrike2 = 0
player1nukescore = 0
player2nukescore = 0
end
end,
false
)
)
table.insert(
@@ -304,7 +311,8 @@ function love.load()
ball[1].dy = 1
globalState = "menu"
hardmanager()
end
end,
false
)
)
if not isAndroid then
@@ -318,7 +326,8 @@ function love.load()
DIFFERENCE_Y = myscreen.d
OFFSET_X = myscreen.e
OFFSET_Y = myscreen.f
end
end,
true
)
)
end
@@ -332,7 +341,8 @@ function love.load()
else
musicController("mute", 1)
end
end
end,
true
)
)
table.insert(
@@ -349,7 +359,8 @@ function love.load()
ball[1].dy = 1
globalState = "menu"
hardmanager()
end
end,
false
)
)

@@ -358,8 +369,9 @@ function love.load()
newButton(
"S",
function()
love.filesystem.write("save.lua", serialize(walls))
end
print(love.filesystem.write("save.lua", serialize(walls)))
end,
true
)
)
table.insert(
@@ -372,7 +384,8 @@ function love.load()
walls = {}
wallsLoadError = true
end
end
end,
true
)
)
table.insert(
@@ -382,7 +395,8 @@ function love.load()
function()
ptw = 10
gameState = "gameMode"
end
end,
false
)
)
table.insert(
@@ -395,7 +409,8 @@ function love.load()
love.keyboard.setTextInput( true, 0, VIRTUAL_HEIGHT, VIRTUAL_WIDTH, VIRTUAL_HEIGHT/3)
end
gameState = "chooseIP"
end
end,
false
)
)
table.insert(
@@ -407,7 +422,8 @@ function love.load()
AGAINST_AI = 0
gameState = "1serve"
ball[1]:reset(1, 1)
end
end,
true
)
)
table.insert(
@@ -419,7 +435,8 @@ function love.load()
AGAINST_AI = 0
gameState = "1serve"
ball[1]:reset(1, 1)
end
end,
true
)
)
table.insert(
@@ -428,7 +445,8 @@ function love.load()
"Multiplayer",
function()
gameState = "multiMode"
end
end,
false
)
)
if not isAndroid then
@@ -439,7 +457,8 @@ function love.load()
function()
AGAINST_AI = 0
gameState = "windowsettings"
end
end,
false
)
)
else
@@ -454,7 +473,8 @@ function love.load()
showTouchControls = true
end
gameState = "touchcontrols"
end
end,
true
)
)
end
@@ -464,7 +484,8 @@ function love.load()
"Exit",
function()
love.event.quit(0)
end
end,
false
)
)
table.insert(
@@ -473,7 +494,8 @@ function love.load()
"Easy",
function()
hardmanager("easy")
end
end,
false
)
)
table.insert(
@@ -482,7 +504,8 @@ function love.load()
"Normal",
function()
hardmanager("normal")
end
end,
false
)
)
table.insert(
@@ -491,7 +514,8 @@ function love.load()
"Hard",
function()
hardmanager("hard")
end
end,
false
)
)
table.insert(
@@ -500,7 +524,8 @@ function love.load()
"Smart",
function()
hardmanager("smart")
end
end,
false
)
)
--table.insert(
@@ -522,7 +547,8 @@ function love.load()
DIFFERENCE_Y = myscreen.d
OFFSET_X = myscreen.e
OFFSET_Y = myscreen.f
end
end,
true
)
)
if isAndroid then
@@ -536,7 +562,8 @@ function love.load()
else
musicController("mute", 1)
end
end
end,
true
)
)
end
@@ -550,7 +577,8 @@ function love.load()
else
musicController("mute", 1)
end
end
end,
true
)
)
table.insert(
@@ -559,7 +587,8 @@ function love.load()
"Editor",
function()
gameState = "editor"
end
end,
true
)
)
table.insert(
@@ -568,7 +597,8 @@ function love.load()
"Speed Settings",
function()
gameState = "speedSettings"
end
end,
true
)
)
table.insert(
@@ -577,7 +607,8 @@ function love.load()
"Control Settings",
function()
gameState = "controlSettings"
end
end,
false
)
)
table.insert(
@@ -586,7 +617,8 @@ function love.load()
"Back to Menu",
function()
gameState = "menu"
end
end,
false
)
)
table.insert(
@@ -595,7 +627,8 @@ function love.load()
"Back to Menu",
function()
gameState = "windowsettings"
end
end,
false
)
)
--table.insert(speedParameters, newButton("Ball Speed: ", function() speedSetter('ball') end))
@@ -605,7 +638,8 @@ function love.load()
"Ball Speed: ",
function()
speedSetter("ball")
end
end,
true
)
)
--table.insert(speedParameters, newButton("snc", function() speedSetter('snc') end))
@@ -615,7 +649,8 @@ function love.load()
"snc",
function()
speedSetter("snc")
end
end,
true
)
)
table.insert(
@@ -624,7 +659,8 @@ function love.load()
"NUCLEAR MODE",
function()
speedSetter("nuclearmod")
end
end,
true
)
)
table.insert(
@@ -634,7 +670,8 @@ function love.load()
function()
gameState = "assign"
req = "p1up"
end
end,
true
)
)
table.insert(
@@ -644,7 +681,8 @@ function love.load()
function()
gameState = "assign"
req = "p1down"
end
end,
true
)
)
table.insert(
@@ -654,7 +692,8 @@ function love.load()
function()
gameState = "assign"
req = "p1super"
end
end,
true
)
)
table.insert(
@@ -664,7 +703,8 @@ function love.load()
function()
gameState = "assign"
req = "p1ct"
end
end,
true
)
)
table.insert(
@@ -674,7 +714,8 @@ function love.load()
function()
gameState = "assign"
req = "p2up"
end
end,
true
)
)
table.insert(
@@ -684,7 +725,8 @@ function love.load()
function()
gameState = "assign"
req = "p2down"
end
end,
true
)
)
table.insert(
@@ -694,7 +736,8 @@ function love.load()
function()
gameState = "assign"
req = "p2super"
end
end,
true
)
)
table.insert(
@@ -704,7 +747,8 @@ function love.load()
function()
gameState = "assign"
req = "p2ct"
end
end,
true
)
)
table.insert(
@@ -714,7 +758,8 @@ function love.load()
function()
p1control = {up = "a", down = "z", super = "s", counter = "x"}
p2control = {up = ";", down = ".", super = "l", counter = ","}
end
end,
true
)
)
table.insert(
@@ -723,7 +768,8 @@ function love.load()
"Return",
function()
gameState = "windowsettings"
end
end,
false
)
)
table.insert(
@@ -732,7 +778,8 @@ function love.load()
"Nuclear Pong",
function()
gameState = "difficulty"
end
end,
false
)
)
table.insert(
@@ -741,7 +788,8 @@ function love.load()
"Main Menu",
function()
gameState = "menu"
end
end,
false
)
)
table.insert(
@@ -750,7 +798,8 @@ function love.load()
"Silverblade",
function()
speedSetter("practice")
end
end,
false
)
)
table.insert(
@@ -760,7 +809,8 @@ function love.load()
function()
speedSetter("reset")
gameState = "gameMode"
end
end,
false
)
)
table.insert(
@@ -770,7 +820,8 @@ function love.load()
function()
gameMode = "practice"
hardmanager("practice")
end
end,
false
)
)
--table.insert(playerCountButtons, newButton("1v1", function() speedSetter('pc') end))
@@ -780,7 +831,8 @@ function love.load()
"ballCount",
function()
speedSetter("ballz")
end
end,
true
)
)
table.insert(
@@ -789,7 +841,8 @@ function love.load()
"ballCount",
function()
speedSetter("ballz")
end
end,
true
)
)
table.insert(
@@ -800,7 +853,8 @@ function love.load()
speedSetter("reset")
gameState = "menu"
end
end,
false
)
)
table.insert(
@@ -809,7 +863,8 @@ function love.load()
"ptw",
function()
speedSetter("ptw")
end
end,
true
)
)
table.insert(
@@ -820,7 +875,8 @@ function love.load()
AGAINST_AI = 0
gameState = "1serve"
globalState = "base"
end
end,
false
)
)
table.insert(
@@ -831,7 +887,8 @@ function love.load()
gameState = "1serve"
gameMode = "reversegame"
globalState = "base"
end
end,
false
)
)

@@ -2438,7 +2495,7 @@ end

function resetButtonX(arr)
for i, buttons in ipairs(arr) do
buttons.x = 1290
buttons.x = 1300
end
end


+ 0
- 1432
main2.lua
File diff suppressed because it is too large
View File


+ 38
- 9
mainMenu.lua View File

@@ -73,7 +73,11 @@ function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds
for i, button in ipairs(buttons) do
--print("Button")
button.last = button.now
ev_bx = button.x
if button.x ~= -1 then
ev_bx = button.x
else
ev_bx = locationx - (ev_button_width * 0.5)
end
if (location == 'control') then
if string.sub(button.text, 1, 1) == '2' then
@@ -90,7 +94,9 @@ function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds
ev_bx = -400
ev_by = -400
elseif button.x > locationx - (ev_button_width * 0.5) then
--print("moving from" .. button.x)
button.x = button.x - 15
--print("moving!" .. button.x)
ev_by = locationy - (total_height * 0.5) + cursor_y
else
ev_by = locationy - (total_height * 0.5) + cursor_y
@@ -124,13 +130,20 @@ function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds
love.graphics.setColor(0,0,0,1)
love.graphics.rectangle("fill", 0, 0, VIRTUAL_WIDTH, VIRTUAL_HEIGHT)
sounds['wallhit']:play()
for i, buttons in ipairs(buttons) do
buttons.x = 1280
end
if button.skipAnim then
print("skipped anim")
else
for j, buttons in ipairs(buttons) do
buttons.x = 1300
print("making" .. j)
end
end
button.fn()
break
end
love.graphics.setColor(unpack(color))
love.graphics.rectangle("fill", ev_bx,ev_by, ev_button_width, ev_BUTTON_HEIGHT)
print(ev_bx .. " " .. i)
love.graphics.setColor(0, 0, 0, 255)
local textW = smallfont:getWidth(button.text)
local textH = smallfont:getHeight(button.text)
@@ -166,15 +179,19 @@ function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds
love.graphics.print(playertext, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, by+textH*0.5)
elseif button.text == 'snc' then
if (nuckemodactive == 1) then
textW = smallfont:getWidth(synctext)
love.graphics.setColor(1,0,0,1)
love.graphics.print(synctext, smallfont, VIRTUAL_WIDTH*0.5 - textW*0.7, ev_by+textH*0.5)
love.graphics.print(synctext, smallfont, ev_bx + ev_button_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*0.7, ev_by+textH*0.5)
love.graphics.print(synctext, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
love.graphics.setColor(0,0,0,1)
else
textW = smallfont:getWidth(synctext)
love.graphics.print(synctext, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
end
elseif (button.text == 'ballCount') then
local tempstr = "Ball Count: " .. maxBalls
textW = smallfont:getWidth(tempstr)
love.graphics.print("Ball Count: " .. maxBalls, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
elseif (button.text == "Ball Speed: ") then
if (nuckemodactive == 1) then
@@ -186,12 +203,17 @@ function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds
love.graphics.setColor(0,0,0,1)
else
textW = smallfont:getWidth(button.text .. ballSet)
love.graphics.print(button.text .. ballSet, smallfont, ev_bx + ev_button_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, ev_bx + ev_button_width*0.5 - textW * 2.8, ev_by+textH*0.5)
local tempstr = "Points to Win: " .. ptw
textW = smallfont:getWidth(tempstr)
love.graphics.print("Points to Win: " .. ptw, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, 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)
local tempstr = "Difficulty: " .. prtext
textW = smallfont:getWidth(tempstr)
love.graphics.print("Difficulty: " .. prtext, smallfont,ev_bx + ev_button_width*0.5 - textW*0.5 , ev_by+textH*0.5)
else
love.graphics.print(button.text, smallfont, ev_bx + ev_button_width*0.5 - textW*0.5, ev_by+textH*0.5)
end
@@ -203,8 +225,15 @@ function mainMenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds
end
function mainMenu:addButton(text, fn)
if isButtonAnimated == true then
print("Button shall be animated!")
newButtonXVariable = 1290
else
print("Button shall NOT be animated!")
newButtonXVariable = -1
end
return {
x = 1290,
x = newButtonXVariable,
text = text,
fn = fn,
now = false,


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readme.md View File

@@ -18,13 +18,19 @@ To play the game on Linux, just launch the ./debuggame.sh and enjoy the game!
To play on Linux like a normie, you can <a href = "https://madi-wka.club/NuclearPongLinux.tar.gz">Download</a> the latest release (may be outdated compared to the source version), or you can download the LOVE file from the releases tab.
To play on Windows, download a Windows executable from the releases tab!
# Changes
<p>0.7.9 is here! Changelog:
<p>0.8 is here! Changelog:
<ul>
<li>Added pause menu (hit escape on PC and hit the H button on Android.</li>
<li>Added win and lose animations</li>
<li>Fixed musical bugs</li>
<li>Fixed multiplayer second player lag that came with 0.7.8</li>
<li>Fixed touch controls on android: controls are no longer dependant on the screen ratio</li>
<li>Added different tracks for when you are losing or winning (singleplayer/online only)</li>
<li>Changed the background. Fancy.</li>
<li>Fixed button text alignment</li>
<li>Fixed button animations</li>
<li>Fixed demo and editor not working together</li>
<li>Removed a lot of clutter</li>
</ul>
</p>
ToDo:
<ul>
<li>Fix very annoying error with the Editor saving on Linux</li>
</ul>
</p>




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- 0
save.lua View File


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