Bladeren bron

0.8 Bugfix 1

tags/earlygalaxy
Madiwka3 4 jaren geleden
bovenliggende
commit
83599fecf1
15 gewijzigde bestanden met toevoegingen van 2020 en 2 verwijderingen
  1. +46
    -0
      TSerial.lua
  2. +17
    -1
      main.lua
  3. +2
    -1
      ship.lua
  4. +170
    -0
      src/AI.lua
  5. +5
    -0
      src/androidCs
  6. +1654
    -0
      src/baseGame.lua
  7. +5
    -0
      src/constantvars.lua
  8. +20
    -0
      src/dependencies.lua
  9. +3
    -0
      src/menus.lua
  10. +5
    -0
      src/pcCs
  11. +15
    -0
      src/reverseGame.lua
  12. +0
    -0
      src/spaceGame.lua
  13. +8
    -0
      superPowerControl.lua
  14. +70
    -0
      tick.lua
  15. BIN
      win.wav

+ 46
- 0
TSerial.lua Bestand weergeven

@@ -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

+ 17
- 1
main.lua Bestand weergeven

@@ -25,6 +25,7 @@ showTouchControls = false


--0.9 VARIABLES
wallsLoadError = false
background = love.graphics.newImage('img/background.jpg')
bigship = love.graphics.newImage('img/large_red_01.png')
backgroundScroll = 0
@@ -196,6 +197,10 @@ function controlChanger()
end
end
function love.load()
walls = {}
love.filesystem.createDirectory( "pong" )
print (love.filesystem.getSaveDirectory())
print (love.filesystem.getIdentity( ))
love.graphics.setDefaultFilter('nearest', 'nearest')
love.keyboard.setKeyRepeat(true)
@@ -211,7 +216,10 @@ function love.load()
testwalls = love.filesystem.load("save.lua")()
if testwalls ~= nil then
walls = love.filesystem.load("save.lua")()
end
print("Save file found")
else
print("No save file found!")
end

light = 0
image = love.graphics.newImage("Madi.png")
@@ -360,6 +368,10 @@ function love.load()
"L",
function()
walls = love.filesystem.load("save.lua")()
if walls == nil then
walls = {}
wallsLoadError = true
end
end
)
)
@@ -1797,6 +1809,10 @@ function love.draw(dt)
end
end
end
if wallsLoadError then
love.graphics.setColor(1,0,0,1)
love.graphics.printf("Error loading map!", 0,0,VIRTUAL_WIDTH, "left")
end
simpleScale.unSet()
end



+ 2
- 1
ship.lua Bestand weergeven

@@ -5,6 +5,7 @@ ship = Class{}


function ship:init()
self.y = 0
self.direction = love.math.random(0, 2)
if self.direction == 0 then
self.y = VIRTUAL_HEIGHT + 100
@@ -67,7 +68,7 @@ end

function ship:render()
if self.direction ~= 0 then
love.graphics.draw(self.image, self.x, self.y+self.height, 0, 1, -1)
love.graphics.draw(self.image, self.x, self.y + self.height, 0, 1, -1)
else
love.graphics.draw(self.image, self.x, self.y)
end

+ 170
- 0
src/AI.lua Bestand weergeven

@@ -0,0 +1,170 @@
function AI(target, ballCnt, diff)
currentTarget = evaluateClosestBall(target);
--print("CLOSEST TARGET IS " .. currentTarget)
if diff < 1200 then
--print ("Normal targeting ".. currentTarget .. " " .. target.x - ball[currentTarget].x .. " " .. ball[currentTarget].y - target.y)
if (ball[currentTarget].y - target.y >= target.height and math.abs(target.x - ball[currentTarget].x) < diff) then
target.dy = AI_SPEED
elseif (target.y - ball[currentTarget].y >= -target.height/2 and math.abs(target.x - ball[currentTarget].x) < diff) then
target.dy = -AI_SPEED
else
target.dy = 0
end
else
--print("Complex targeting")
if target.x < 100 then
neededTarget = predictBall(ball[currentTarget], target.x)
--print(target.x .. " found " .. neededTarget)
if neededTarget ~= -1 then
--print("Calculated target = " .. neededTarget)
if (target.y + target.height/2 - neededTarget >= 15) then
target.dy = -AI_SPEED + (AI_SPEED - (target.y + target.height/2 - neededTarget))
elseif (neededTarget - target.y >= target.height*0.9) then
target.dy = AI_SPEED - (AI_SPEED - (neededTarget - target.y))
else
target.dy = 0
end
end
else
neededTarget1 = predictBall(ball[currentTarget], target.x)
--print(target.x .. " found " .. neededTarget)
if neededTarget1 ~= -1 then
--print("Calculated target = " .. neededTarget)
if (target.y + target.height/2 - neededTarget1 >= 10) then
target.dy = -AI_SPEED + (AI_SPEED - (target.y + target.height/2 - neededTarget1))
elseif (neededTarget1 - (target.y+target.height/2) >= 10) then
target.dy = AI_SPEED - (AI_SPEED - (neededTarget1 - target.y))
else
target.dy = 0
end
end
end
end
if
difficultyl == 350 and player2reverbav == true and VIRTUAL_WIDTH - ball[currentTarget].x < 90 and
math.abs(ball[currentTarget].y - targe.y) > 150
then
sounds["time"]:play()
player2reverbav = false
timeIsSlow2 = true
originalPaddle = paddle_SPEED
originalSpeed = ballSpeed
player2reverbav = 0
potentialnuke2 = 0
potentialstrike2 = 0
end

if (player2nukescore > AI_STRIKEMOD and striken == 0) then
player2striken = 1
elseif (player2nukescore > AI_NUKEMOD and striken == 1) then
if (areanuclear == 1) then
maxspeed = maxspeed + 50
end
sounds["nuke"]:play()
potentialstrike2 = 0
areanuclear = 1
ballSpeed = ballSpeed * 2
if (synctype == 0) then
paddle_SPEED = paddle_SPEED * 2
end
if (synctype == 1) then
paddle_SPEED = ballSpeed / 10
end
if (synctype == 0) then
AI_SPEED = AI_SPEED * 2.2
end
if (synctype == 1) then
AI_SPEED = ballSpeed * 1.1 / 10
end
player2nukescore = 0
player2reverbav = 0
potentialnuke2 = 0
end
end
function evaluateClosestBall(target)
local ans = 0
local min = 99999;
for i = 1, maxBalls do
if math.abs(target.x - ball[i].x ) < min then
min = math.abs(target.x - ball[i].x)
ans = i
end
end
return ans
end
function predictBall(target, px)
--print("BALLSTATS:" .. target.x .. " " .. target.y)
if target.dx > 0 and px > 100 then
local ans = recursiveCalculations(px, target.x, target.y, target.dx, target.dy, 1)
return ans
elseif target.dx < 0 and px < 100 then
local ans = recursiveCalculations(px, target.x, target.y, target.dx, target.dy, 1)
return ans
else
--print("GO TO CENTER!!")
return VIRTUAL_HEIGHT/2
end
end
function recursiveCalculations(px, ex, ey, edx, edy, ifspecial)
if (edy > 0) then
--print ("normal" .. ex .." " .. ey .. " " .. edx .. " " .. edy)
local time = (VIRTUAL_HEIGHT-40-ey) / (ballSpeed * edy)
local distance = math.abs(ballSpeed * edx) * time
--print("DOWNWARD" .. distance .. " " .. edx .. " " .. time .. " " .. math.abs(px-ex))
if distance > math.abs(px - ex) then
--print("QQ")
local anstime = math.abs(px - ex) / math.abs(ballSpeed * edx)
local bonus = (ballSpeed * edy) * anstime
--print("results: " .. bonus .. " " .. edx .. " " .. anstime .. " " .. (px-ex))
-- if (ifspecial == 0) then
local answer = ey + bonus
--love.window.setTitle(tostring(answer) .. "Basiccalc")
return ey + bonus
-- else
-- return -1
--end
else
--print("SS")
local emulatedx = ex + distance * edx
local emulatedy = VIRTUAL_HEIGHT-40
--print("EMULATED: " .. emulatedx .. " " .. emulatedy)
local answer = recursiveCalculations(px, emulatedx, emulatedy, edx, -edy, 0)
--print("GOT EMULATION RESULT AS " .. answer)
--love.window.setTitle(tostring(answer) .. "recursive calc bottom")
return answer
end
elseif edy == 0 then
return ey
else
--print ("inverse" .. ex .." " .. ey .. " " .. edx .. " " .. edy)
local time = (ey) / math.abs((ballSpeed * edy))
local distance = math.abs(ballSpeed * edx) * time
--print("UPWARD" .. distance .. " " .. edx .. " " .. time .. " " .. math.abs(px-ex))

--print("Why th efuck ")

if distance > math.abs(px - ex) then
local anstime = math.abs(px - ex) / math.abs(ballSpeed * edx)
local bonus = (ballSpeed * edy) * anstime
--print("results: " .. bonus .. " " .. edx .. " " .. anstime .. " " .. math.abs(px-ex))
-- if (ifspecial == 0) then
local answer = ey + bonus
--love.window.setTitle(tostring(answer) .. "Basiccalc")
return answer
-- else
-- return -1
-- end
else
local emulatedx = ex + distance * edx
local emulatedy = 0
----print("results: " .. bonus .. " " .. edx .. " " .. anstime .. " " .. (VIRTUAL_WIDTH-ex))
local answer = recursiveCalculations(px, emulatedx, emulatedy, edx, -edy, 0)
--love.window.setTitle(tostring(answer) .. "recursivecalc")
return answer
end
end
end

+ 5
- 0
src/androidCs Bestand weergeven

@@ -0,0 +1,5 @@
VIRTUAL_WIDTH = 1280
VIRTUAL_HEIGHT = 720
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
isAndroid = true

+ 1654
- 0
src/baseGame.lua
Diff onderdrukt omdat het te groot bestand
Bestand weergeven


+ 5
- 0
src/constantvars.lua Bestand weergeven

@@ -0,0 +1,5 @@
VIRTUAL_WIDTH = 1280
VIRTUAL_HEIGHT = 720
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
isAndroid = false

+ 20
- 0
src/dependencies.lua Bestand weergeven

@@ -0,0 +1,20 @@
Class = require 'class'
require 'paddle'
require 'simpleScale'
require 'TSerial'
require 'eball'
require 'fullScreener'
require 'superPowerControl'
require 'mainMenu'
require 'music'
require 'animator'
require 'src/baseGame'
require 'src/constantvars'
require 'src/menus'
require 'src/AI'
require 'src/reverseGame'
require 'explosion'
require 'ship'
tick = require 'tick'
utf8 = require("utf8")
serialize = require 'ser'

+ 3
- 0
src/menus.lua Bestand weergeven

@@ -0,0 +1,3 @@
function menumode()
dangerChecker()
end

+ 5
- 0
src/pcCs Bestand weergeven

@@ -0,0 +1,5 @@
VIRTUAL_WIDTH = 1280
VIRTUAL_HEIGHT = 720
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
isAndroid = false

+ 15
- 0
src/reverseGame.lua Bestand weergeven

@@ -0,0 +1,15 @@
function reversegame(dt)
player1.height = ballSpeed/2
player2.height = ballSpeed/2
if (player1.y < ball[1].y)then
player1.y = player1.y + ballSpeed/50
elseif(player1.y > ball[1].y)then
player1.y = player1.y - ballSpeed/50
end
if (player2.y < ball[1].y) then
player2.y = player2.y + ballSpeed/50

elseif(player2.y > ball[1].y) then
player2.y = player2.y - ballSpeed/50
end
end

+ 0
- 0
src/spaceGame.lua Bestand weergeven


+ 8
- 0
superPowerControl.lua Bestand weergeven

@@ -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

+ 70
- 0
tick.lua Bestand weergeven

@@ -0,0 +1,70 @@
-- tick
-- https://github.com/bjornbytes/tick
-- MIT License

local tick = {
framerate = nil,
rate = .03,
timescale = 1,
sleep = .001,
dt = 0,
accum = 0,
tick = 1,
frame = 1
}
local timer = love.timer
local graphics = love.graphics
love.run = function()
if not timer then
error('love.timer is required for tick')
end
if love.load then love.load(love.arg.parseGameArguments(arg), arg) end
timer.step()
local lastframe = 0
love.update(0)
return function()
tick.dt = timer.step() * tick.timescale
tick.accum = tick.accum + tick.dt
while tick.accum >= tick.rate do
tick.accum = tick.accum - tick.rate
if love.event then
love.event.pump()
for name, a, b, c, d, e, f in love.event.poll() do
if name == 'quit' then
if not love.quit or not love.quit() then
return a or 0
end
end
love.handlers[name](a, b, c, d, e, f)
end
end
tick.tick = tick.tick + 1
if love.update then love.update(tick.rate) end
end
while tick.framerate and timer.getTime() - lastframe < 1 / tick.framerate do
timer.sleep(.0005)
end
lastframe = timer.getTime()
if graphics and graphics.isActive() then
graphics.origin()
graphics.clear(graphics.getBackgroundColor())
tick.frame = tick.frame + 1
if love.draw then love.draw() end
graphics.present()
end
timer.sleep(tick.sleep)
end
end
return tick

BIN
win.wav Bestand weergeven


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