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Fixed FPS on Windows

tags/crossplatform
root 4 年之前
父節點
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8c1d7472e5
共有 5 個文件被更改,包括 222 次插入88 次删除
  1. +0
    -1
      debuggame.sh
  2. +142
    -22
      main.lua
  3. +9
    -7
      paddle.lua
  4. +57
    -45
      src/AI.lua
  5. +14
    -13
      src/baseGame.lua

+ 0
- 1
debuggame.sh 查看文件

@@ -3,4 +3,3 @@ rm game.zip
zip -r game *
mv game.zip game.love
love game.love
rm game.love

+ 142
- 22
main.lua 查看文件

@@ -12,6 +12,8 @@ vec4 effect(vec4 color, Image image, vec2 uvs, vec2 screen_coords) {

debug = true
--GLOBAL VARIABLES
frameratecap = 1/60
realtimer = 0
status = "offline"
gameMode = "normal"
ts = 0
@@ -60,7 +62,7 @@ nuckemodactive = 0
maxspeed = 700
DIFFERENCE_X = 1
DIFFERENCE_Y = 1
paddle_SPEED = 20
paddle_SPEED = 200
textamount = 15
AI_STRIKEMOD = 1000
resolutionWin = 0
@@ -68,7 +70,7 @@ AGAINST_AI = 0
RESOLUTION_SET = 0
AI_NUKEMOD = 1000
animstart = true
AI_SPEED = 30
AI_SPEED = 300
craz = 0
AI_LEVEL = 500
isFullscreen = 0
@@ -698,7 +700,7 @@ function startShake(duration, magnitude)
end
function displayFPS()
--love.window.setTitle(love.timer.getFPS())
love.window.setTitle(globalState .. " " .. gameState)
--love.window.setTitle(globalState .. " " .. gameState .. " " .. paddle_SPEED .. " " .. p1bonus .. " " .. player1.dy)
if love.keyboard.isDown("space") then
player1nukescore = 200
player1score = player1score + 0.2
@@ -715,6 +717,7 @@ end

function love.update(dt)
--print("IMPORTANT!!!!!" .. globalState .. gameState)
staticanimatorcounter(dt)
if gameState == "chooseIP" then
checkCurrentServer(dt)
@@ -982,7 +985,7 @@ function hardmanager(diff)
if (diff == "easy") then
INDIC[1] = ">"
AGAINST_AI = 1
AI_SPEED = ballSet / 10
AI_SPEED = ballSet
AI_STRIKEMOD = 100
AI_NUKEMOD = 1000
AI_LEVEL = 350
@@ -993,7 +996,7 @@ function hardmanager(diff)
end
if (diff == "normal") then
INDIC[2] = ">"
AI_SPEED = ballSet / 10
AI_SPEED = ballSet
AI_LEVEL = 500
AI_NUKEMOD = 250
AI_STRIKEMOD = 60
@@ -1006,7 +1009,6 @@ function hardmanager(diff)
if (diff == "hard") then
INDIC[3] = ">"
AI_SPEED = ballSpeed * 1.1 + 50
AI_SPEED = AI_SPEED / 10
AI_LEVEL = 700
AI_NUKEMOD = 200
AI_STRIKEMOD = 20
@@ -1019,7 +1021,6 @@ function hardmanager(diff)
if (diff == "smart") then
INDIC[3] = ">"
AI_SPEED = ballSpeed * 1.1 + 50
AI_SPEED = AI_SPEED / 10
AI_LEVEL = 1500
AI_NUKEMOD = 200
AI_STRIKEMOD = 20
@@ -1032,7 +1033,6 @@ function hardmanager(diff)
if (diff == "practice") then
INDIC[3] = ">"
AI_SPEED = ballSpeed * 500 + 50
AI_SPEED = AI_SPEED / 10
AI_LEVEL = 700
AI_NUKEMOD = 9000000000
AI_STRIKEMOD = 90000000
@@ -1239,15 +1239,15 @@ function speedSetter(requesttype)
synctype = 0
maxspeed = 700
synctext = "Independent"
paddle_SPEED = ballSet / 10
AI_SPEED = ballSet / 10
paddle_SPEED = ballSet
AI_SPEED = ballSet
end
if (nuckemodactive == 1) then
areanuclear = 1
ballSet = 2000
maxspeed = 2000
paddle_SPEED = ballSet / 10
AI_SPEED = ballSet / 10
paddle_SPEED = ballSet
AI_SPEED = ballSet
synctext = "death is imminent"
end
ballSpeed = ballSet
@@ -1526,9 +1526,13 @@ function serveBot() --THIS IS USED TO CHANGE TEXT/BALL DIRECTION ON DIFFERENT SE
if ((globalState ~= "clienttest" and love.keyboard.isDown("q")) or (globalState == "clienttest" and lastSentKeyP1 == "q")) then
TEXT = "Lets Begin!"
ball_DIR = 1
for i = 1, maxBalls do
ball[i]:reset(i, 1)
end
if maxBalls == 1 then
ball[1]:reset(1, 1)
else
for i = 1, maxBalls do
ball[i]:reset(i)
end
end
gameState = "play"
end
@@ -1538,9 +1542,13 @@ function serveBot() --THIS IS USED TO CHANGE TEXT/BALL DIRECTION ON DIFFERENT SE
if (AGAINST_AI == 1) then
TEXT = ""
ball_DIR = -1
for i = 1, maxBalls do
ball[i]:reset(i, 2)
end
if maxBalls == 1 then
ball[2]:reset(i, 2)
else
for i = 1, maxBalls do
ball[i]:reset(i)
end
end

gameState = "play"
@@ -1548,9 +1556,13 @@ function serveBot() --THIS IS USED TO CHANGE TEXT/BALL DIRECTION ON DIFFERENT SE
if (((globalState == "nettest" and lastSentKeyClient == "p") or ((globalState ~= "nettest") and love.keyboard.isDown("p")))and AGAINST_AI == 0) then
TEXT = "Lets Begin"
ball_DIR = -1
for i = 1, maxBalls do
ball[i]:reset(i, 2)
end
if maxBalls == 1 then
ball[1]:reset(1, 2)
else
for i = 1, maxBalls do
ball[i]:reset(i)
end
end
--love.window.setTitle("An atttttttt")
gameState = "play"
@@ -1594,7 +1606,7 @@ function resettinggenius()
for i = 1, maxBalls do
ball[i]:reset(i)
end
paddle_SPEED = 20
paddle_SPEED = 200
nuclearanimation = 3
timeIsSlow = false
timeIsSlow2 = false
@@ -1685,4 +1697,112 @@ function checkCurrentServer(dt)
end

end

function selfHost(dt)
local running = true
local socket = require 'socket'
local udp = socket.udp()
local player1ip, player2ip, player1port, player2port = "127.0.0.1", "none", nil, nil
udp:settimeout(0)
udp:setsockname('*', 12345)
local p1ping = 0
local p2ping = 0
local requesterip
local requresterport
while running do
local data, msg_or_ip, port_or_nil
local p1data, p2data
repeat
data, msg_or_ip, port_or_nil = udp:receivefrom()
if data then
if data == "HELLO" then
requesterip = msg_or_ip
requesterport = port_or_nil
else
print(string.sub(data,1,1) .. "Playerlist: " .. player1ip .. " " .. player2ip)
if (player1ip == msg_or_ip) then
p1ping = 0
p1data = data
elseif player2ip == msg_or_ip then
p2data = data
p2ping = 0
else
if (player1ip == "none") then
player1ip = msg_or_ip
p1data = data
p1ping = 0
player1port = port_or_nil
print("CONNECTED: PLAYER 1 FROM: " .. player1ip)
elseif player2ip == "none" and msg_or_ip ~= player1ip then
player2ip = msg_or_ip
p2data = data
p2ping = 0
player2port = port_or_nil
print("CONNECTED: PLAYER 2 FROM: " .. player2ip)
elseif (player1ip ~= msg_or_ip and player2ip ~= msg_or_ip) then
print("Lobby Full!" .. player1ip .. player2ip)
end
end
end
end
until not data
if player1ip ~= "none" then
p1ping = p1ping + 1
if p1ping > 100 then
if p2data then
udp:sendto(p2data .. '|' .. p1ping, player1ip, player1port)
end
print("PLAYER 1 DISCONNECTED")
p1data = nil
player1ip = "none"
player1port = nil
end
end
if player2ip ~= "none" then
p2ping = p2ping + 1
if p2ping > 100 then
if p1data then
udp:sendto(p1data .. '|' .. p2ping, player2ip, player2port)
end
print("PLAYER 2 DISCONNECTED")
p2data = nil
player2ip = "none"
player2port = nil
end
end
if p1data and player2port then
udp:sendto(p1data .. '|' .. p2ping, player2ip, player2port)
print("SENT TO " .. player2ip .. ":" .. player2port .. " : " .. string.sub(p1data,1,1))
end
if p2data and player1port then
udp:sendto(p2data .. '|' .. p1ping, player1ip, player1port)
print("SENT TO " .. player1ip .. ":" .. player1port .. " : " .. string.sub(p2data,1,1))
--print("1::" .. p1data)
--print("2::" .. p2data)
--print("SENT1: " .. player2ip .. " " .. player2port .. " " .. p1data)
--print("SENT2: " .. player1ip .. " " .. player1port .. " " .. p2data)
end
if requesterip then
print("getting pnged!")
if player1ip == "none" then
udp:sendto("nettest",requesterip, requesterport)
print("nettest av to: " .. requesterip)
elseif player2ip == "none" then
udp:sendto("clienttest", requesterip, requesterport)
print("clienttest av to: " .. requesterip)
else
udp:sendto("full", requesterip, requesterport)
print("full to: " .. msg_or_ip)
end
requesterip, requesterport = nil
end
socket.sleep(0.015)
end

end

+ 9
- 7
paddle.lua 查看文件

@@ -17,6 +17,7 @@ function paddle:init(x, y, width, height, player)
end
function paddle:update(dt)
--love.window.setTitle(tostring(player1.velocity * dt) .. " " .. tostring(player1.dy) .. " " .. tostring(dt) )
if areanuclear == 0 then
self.RED = 1
self.GREEN = 1
@@ -30,22 +31,23 @@ function paddle:update(dt)
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 = self.velocity - (self.velocity - self.velocity / (1.4))*dt*20
if (self.velocity*dt < 0.5 and self.velocity*dt > -0.5) then
self.velocity = 0
end
else
self.velocity = self.velocity + self.dy*dt
self.velocity = self.velocity + self.dy*7*dt
end
if (self.velocity < 0) then
if (self.y > 0) then
self.y = self.y + self.velocity
self.y = self.y + self.velocity * dt
else
self.velocity = 0
end
elseif (self.velocity > 0) then
if (self.y < VIRTUAL_HEIGHT - 80) then
self.y = self.y + self.velocity
self.y = self.y + self.velocity * dt
else
self.velocity = 0
end
@@ -58,9 +60,9 @@ function paddle:update(dt)
self.yx = self.y
end
if (self.yx < self.y) then
self.yx = self.yx + math.abs(paddle_SPEED/1.7)
self.yx = self.yx + math.abs(paddle_SPEED/1.7) * dt
elseif (self.yx > self.y) then
self.yx = self.yx - math.abs(paddle_SPEED/1.7)
self.yx = self.yx - math.abs(paddle_SPEED/1.7) * dt
end
end


+ 57
- 45
src/AI.lua 查看文件

@@ -79,9 +79,7 @@ function evaluateClosestBall(target)
end
function predictBall(target, px)
--print("BALLSTATS:" .. target.x .. " " .. target.y)
if VIRTUAL_WIDTH - target.x < AI_SPEED then
return target.y
elseif target.dx > 0 then
if target.dx > 0 then
local ans = recursiveCalculations(px, target.x, target.y, target.dx, target.dy, 1)
return ans
else
@@ -90,50 +88,64 @@ function predictBall(target, px)
end
end
function recursiveCalculations(px, ex, ey, edx, edy, ifspecial)
if (edy > 0) then
--print ("normal" .. ex .." " .. ey .. " " .. edx .. " " .. edy)
local time = (VIRTUAL_HEIGHT-ey) / (ballSpeed * edy)
local distance = (ballSpeed * edx) * time
--print(distance .. " " .. edx .. " " .. time .. " " .. (px-ex))
if distance > (px - ex) then
local anstime = (px - ex) / (ballSpeed * edx)
local bonus = (ballSpeed * edy) * anstime
--print("results: " .. bonus .. " " .. edx .. " " .. anstime .. " " .. (px-ex))
-- if (ifspecial == 0) then
return ey + bonus
-- else
-- return -1
--end
else
local emulatedx = ex + distance
local emulatedy = VIRTUAL_HEIGHT
return recursiveCalculations(px, emulatedx, emulatedy, edx, -edy, 0)
end
elseif edy == 0 then
return ey
else
--print ("inverse" .. ex .." " .. ey .. " " .. edx .. " " .. edy)
local time = (ey) / math.abs((ballSpeed * edy))
local distance = (ballSpeed * edx) * time
--print(distance .. " " .. edx .. " " .. time .. " " .. (px-ex))
if VIRTUAL_WIDTH - ex < AI_SPEED then
local time = (VIRTUAL_WIDTH - ex)/(ballSpeed*edx)
local distance = (ballSpeed * edy) * time
love.window.setTitle(ey + (distance*edy))
return ey + (distance*edy)
else

--print("Why th efuck ")
if (edy > 0) then
--print ("normal" .. ex .." " .. ey .. " " .. edx .. " " .. edy)
local time = (VIRTUAL_HEIGHT-ey) / (ballSpeed * edy)
local distance = (ballSpeed * edx) * time
--print(distance .. " " .. edx .. " " .. time .. " " .. (px-ex))
if distance > (px - ex) then
local anstime = (px - ex) / (ballSpeed * edx)
local bonus = (ballSpeed * edy) * anstime
--print("results: " .. bonus .. " " .. edx .. " " .. anstime .. " " .. (px-ex))
-- if (ifspecial == 0) then
return ey + bonus
-- else
-- return -1
--end
else
local emulatedx = ex + distance
local emulatedy = VIRTUAL_HEIGHT
local answer = recursiveCalculations(px, emulatedx, emulatedy, edx, -edy, 0)
love.window.setTitle(answer)
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 = (ballSpeed * edx) * time
--print(distance .. " " .. edx .. " " .. time .. " " .. (px-ex))

--print("Why th efuck ")

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

+ 14
- 13
src/baseGame.lua 查看文件

@@ -93,7 +93,7 @@ function basegame(dt)
if (synctype == 0) then
paddle_SPEED = paddle_SPEED * 1.10
elseif (synctype == 1) then
paddle_SPEED = ballSpeed / 10
paddle_SPEED = ballSpeed
end
if (synctype == 0) then
AI_SPEED = AI_SPEED * 1.10
@@ -209,7 +209,7 @@ function basegame(dt)
paddle_SPEED = paddle_SPEED * 1.10
end
if (synctype == 1) then
paddle_SPEED = ballSpeed / 10
paddle_SPEED = ballSpeed
end
if (synctype == 0) then
AI_SPEED = AI_SPEED * 1.10
@@ -383,10 +383,10 @@ function goalManager()
player2striken = 0
ballSpeed = ballSet
if (synctype == 0) then
paddle_SPEED = ballSet / 10
paddle_SPEED = ballSet
end
if (synctype == 1) then
paddle_SPEED = ballSpeed / 10
paddle_SPEED = ballSpeed
end
AI_SPEED = difficultyl / 10
@@ -425,15 +425,15 @@ function goalManager()
ballSpeed = ballSet
if (synctype == 0) then
paddle_SPEED = ballSet / 10
AI_SPEED = ballSet / 10
paddle_SPEED = ballSet
AI_SPEED = ballSet
end
if (synctype == 1) then
paddle_SPEED = ballSpeed / 10
AI_SPEED = ballSpeed / 10
paddle_SPEED = ballSpeed
AI_SPEED = ballSpeed
end
AI_SPEED = difficultyl / 10
AI_SPEED = difficultyl
if (player1score == ptw) then
ball[i]:reset(i)
@@ -488,7 +488,7 @@ function powerAvailability()
paddle_SPEED = paddle_SPEED * 2
end
if (synctype == 1) then
paddle_SPEED = ballSpeed / 10
paddle_SPEED = ballSpeed
end
if (synctype == 0) then
AI_SPEED = AI_SPEED * 2.2
@@ -538,7 +538,7 @@ function powerAvailability()
paddle_SPEED = paddle_SPEED * 2
end
if (synctype == 1) then
paddle_SPEED = ballSpeed / 10
paddle_SPEED = ballSpeed
end
if (synctype == 0) then
AI_SPEED = AI_SPEED * 2.2
@@ -1094,7 +1094,7 @@ function clientsBaseGame(dt)
if (synctype == 0) then
paddle_SPEED = paddle_SPEED * 1.10
elseif (synctype == 1) then
paddle_SPEED = ballSpeed / 10
paddle_SPEED = ballSpeed
end
if (synctype == 0) then
AI_SPEED = AI_SPEED * 1.10
@@ -1154,7 +1154,7 @@ function clientsBaseGame(dt)
paddle_SPEED = paddle_SPEED * 1.10
end
if (synctype == 1) then
paddle_SPEED = ballSpeed / 10
paddle_SPEED = ballSpeed
end
if (synctype == 0) then
AI_SPEED = AI_SPEED * 1.10
@@ -1291,5 +1291,6 @@ function clientsBaseGame(dt)
goalManager()
powerAvailability()
player1:update(dt)
love.event.quit()
player2:update(dt)
end

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