Browse Source

Finished migrating to modular, fixed bugs

tags/chalkboard
madiwka3 4 years ago
parent
commit
9008efb0fe
2 changed files with 382 additions and 301 deletions
  1. +20
    -291
      main.lua
  2. +362
    -10
      src/baseGame.lua

+ 20
- 291
main.lua View File

@@ -10,9 +10,9 @@ vec4 effect(vec4 color, Image image, vec2 uvs, vec2 screen_coords) {
}
]]

debug = true

debug = false
--GLOBAL VARIABLES
gameMode = "normal"
globalState = "menu"
timeIsSlow = false
timeIsSlow2 = false
@@ -93,7 +93,7 @@ end

function balancer()
if (player2score == 9 or player1score == 9) then
shakeDuration = 10
shakeDuration = 5
if debug then
print("Shaking set to match almost over")
end
@@ -632,9 +632,12 @@ function startShake(duration, magnitude)
t, shakeDuration, shakeMagnitude = 0, duration or 1, magnitude or 5
end
function displayFPS()
love.window.setTitle(love.timer.getFPS())
--love.window.setTitle(love.timer.getFPS())
love.window.setTitle(gameState .. " " .. gameMode .. " " .. globalState .. " " .. MAP_TYPE)
if love.keyboard.isDown("space") then
player1nukescore = 200
player1score = 9
player2score = 9
end
end

@@ -645,6 +648,7 @@ function speedControl()
end

function love.update(dt)
staticanimatorcounter(dt)
if debug then
displayFPS()
@@ -653,7 +657,8 @@ function love.update(dt)
basegame(dt)
end
if globalState == "menu" then
menumode(dt)
debugCheck(dt)
end
end
function wallbreaker(x, y)
@@ -1110,202 +1115,9 @@ end

function love.draw()
simpleScale.set()
--LEGACY CODE (INGORE)
--resolutionChanger()
--love.graphics.scale( 1.5, 1.5 )
-- love.graphics.translate( (WINDOW_WIDTH*1.5 - WINDOW_WIDTH), WINDOW_HEIGHT*1.5 - WINDOW_HEIGHT )
-- push:apply('start')
--resolutionButtons()

if gameState == "nuclearExplosion" then --AWFUL WAY TO DO NUCLEAR EXPLOSIONS
love.graphics.setColor(1, 1, 1, 1)
love.graphics.circle("fill", ball[1].x, ball[1].y, explosionRange * 100, 100)
player1.RED, player1.GREEN, player1.BLUE, player2.RED, player2.GREEN, player2.BLUE =
nuclearanimation / 3,
nuclearanimation / 3,
nuclearanimation / 3,
nuclearanimation / 3,
nuclearanimation / 3,
nuclearanimation / 3
for i = 1, maxBalls do
love.graphics.setColor(nuclearanimation / 3, nuclearanimation / 3, nuclearanimation / 3, 1)
ball[i]:render("controlled")
end
player1:render()
player2:render()
elseif gameState == "animation" then
callAnimator() --This calls a fucking 100 year old animator. I dont even remember what it does. This has nothing to do with the new one
else
if t < shakeDuration then
local dx = love.math.random(-shakeMagnitude, shakeMagnitude)
local dy = love.math.random(-shakeMagnitude, shakeMagnitude)
love.graphics.translate(dx, dy)
end



if (areanuclear == 1) then
love.graphics.setShader(shader)
love.graphics.clear(1, 1, 1, 1)
else
love.graphics.setShader()
love.graphics.clear(40 / 255, 40 / 255, 40 / 255, 1) --BACKGROUND COLOR
end
staticanimator()
if (gameMode == "practice") then
love.graphics.rectangle("fill", VIRTUAL_WIDTH, 0, 10, VIRTUAL_HEIGHT)
end
if (MAP_TYPE == 1) then
love.graphics.setColor(1, 0, 0.20, 1)
love.graphics.rectangle("fill", VIRTUAL_WIDTH * 0.5, 0, 10, VIRTUAL_HEIGHT * 0.3)
love.graphics.rectangle("fill", VIRTUAL_WIDTH * 0.5, VIRTUAL_HEIGHT * 0.7, 10, VIRTUAL_HEIGHT * 0.3)
love.graphics.setColor(1, 1, 1, 1)
end
love.graphics.setFont(scorefont)
if gameState == "play" or gameState == "1serve" or gameState == "2serve" then
love.graphics.setFont(smallfont)
end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(TEXT, 0, 20, VIRTUAL_WIDTH, "center")
love.graphics.setFont(smallfont)
love.graphics.printf(updateTEXT, 0, VIRTUAL_HEIGHT * 0.95, VIRTUAL_WIDTH, "left")
love.graphics.setFont(scorefont)
love.graphics.print(tostring(math.floor(player1score)), VIRTUAL_WIDTH / 2 - 500, VIRTUAL_HEIGHT / 12)
if (gameMode ~= "practice") then
love.graphics.print(tostring(math.floor(player2score)), VIRTUAL_WIDTH / 2 + 400, VIRTUAL_HEIGHT / 12)
end
love.graphics.setFont(smallfont)

if (potentialstrike1 == 1 and potentialnuke1 == 0 and player1reverbav == 0) then
if (player1striken == 0) then
love.graphics.print(
tostring(math.floor(player1nukescore) .. "[" .. p1control.super .. "]"),
VIRTUAL_WIDTH / 2 - 500,
VIRTUAL_HEIGHT / 60
)
else
love.graphics.print(tostring("READY"), VIRTUAL_WIDTH / 2 - 500, VIRTUAL_HEIGHT / 60)
end
elseif (player1reverbav == 1 and potentialnuke1 == 0) then
love.graphics.print(
tostring(
math.floor(player1nukescore) .. "[" .. p1control.super .. "]" .. " [" .. p1control.counter .. "]"
),
VIRTUAL_WIDTH / 2 - 500,
VIRTUAL_HEIGHT / 60
)
elseif (potentialnuke1 == 1) then
love.graphics.setColor(255, 0, 0, 255)
love.graphics.print(
tostring(
math.floor(player1nukescore) .. "[" .. p1control.super .. "]" .. " [" .. p1control.counter .. "]"
),
VIRTUAL_WIDTH / 2 - 500,
VIRTUAL_HEIGHT / 60
)
love.graphics.setColor(255, 255, 255, 255)
else
love.graphics.print(tostring(math.floor(player1nukescore)), VIRTUAL_WIDTH / 2 - 500, VIRTUAL_HEIGHT / 60)
end
if (potentialstrike2 == 1 and player2reverbav == 0) then
if (player2striken == 0 and gameMode ~= "practice") then
love.graphics.print(
tostring(math.floor(player2nukescore) .. "[" .. p2control.super .. "]"),
VIRTUAL_WIDTH / 2 + 430,
VIRTUAL_HEIGHT / 60
)
elseif (gameMode ~= "practice") then
love.graphics.print(tostring("READY"), VIRTUAL_WIDTH / 2 + 430, VIRTUAL_HEIGHT / 60)
end
elseif (potentialnuke2 == 1 and gameMode ~= "practice") then
love.graphics.setColor(255, 0, 0, 255)
love.graphics.print(
tostring(math.floor(player2nukescore) .. "[" .. p2control.super .. "]"),
VIRTUAL_WIDTH / 2 + 430,
VIRTUAL_HEIGHT / 60
)
love.graphics.setColor(255, 255, 255, 255)
elseif (player2reverbav == 1 and potentialnuke2 == 0) then
love.graphics.print(
tostring(math.floor(player2nukescore) .. "[" .. p2control.super .. "] [" .. p2control.counter .. "]"),
VIRTUAL_WIDTH / 2 + 430,
VIRTUAL_HEIGHT / 60
)
elseif (gameMode ~= "practice") then
love.graphics.print(tostring(math.floor(player2nukescore)), VIRTUAL_WIDTH / 2 + 430, VIRTUAL_HEIGHT / 60)
end
if (MAP_TYPE == 2) then
for i, wall in ipairs(walls) do
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", wall.wallx, wall.wally, 10, wall.wallheight)
end
end

if gameState ~= "assign" then
player1:render()
player3:render()
if gameMode ~= "practice" then
player2:render()
player4:render()
end
for i = 1, maxBalls do
if areanuclear == 1 then
--love.window.setTitle('rendering black')
ball[i]:render("black")
else
--love.window.setTitle('rendering white')
ball[i]:render(" ")
end
end
if gameState == "windowsettings" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, settings, sounds, "right")
love.keyboard.mouseisReleased = false
end
if gameState == "editor" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, editorpicks, sounds, "right")
love.keyboard.mouseisReleased = false
end
if gameState == "speedSettings" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, speedParameters, sounds, "middle")
love.keyboard.mouseisReleased = false
end
if gameState == "controlSettings" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, controlSettings, sounds, "control")
love.keyboard.mouseisReleased = false
end
if gameState == "gameMode" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, modeSelectorButtons, sounds, "middle")
love.keyboard.mouseisReleased = false
end
if gameState == "menu" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds, "middle")
love.keyboard.mouseisReleased = false
end
if gameState == "difficulty" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, difbuttons, sounds, "middle")
love.keyboard.mouseisReleased = false
end
if gameState == "multiMode" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, playerCountButtons, sounds, "playercount")
love.keyboard.mouseisReleased = false
end
if gameState == "prdiff" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, pracdiff, sounds, "playercount")
love.keyboard.mouseisReleased = false
end
end
baseDraw()
if (gameState == "start") then
love.graphics.push()
love.graphics.translate(VIRTUAL_WIDTH * 0.4, VIRTUAL_HEIGHT * 0.5)
love.graphics.rotate(rotation)
love.graphics.setFont(smallfont)
love.graphics.print("Press Enter to Start", WINDOW_WIDTH / -10, VIRTUAL_HEIGHT / 8)
love.graphics.setColor(255, 255, 255, 255)
love.graphics.pop()
end
end
simpleScale.unSet()
end

@@ -1356,6 +1168,7 @@ function love.wheelmoved(x, y)
end

function serveBot() --THIS IS USED TO CHANGE TEXT/BALL DIRECTION ON DIFFERENT SERVES
print("servebot called")
if (gameState == "1serve") then
updateTEXT = ""
if (gameMode ~= "practice") then
@@ -1397,93 +1210,13 @@ function serveBot() --THIS IS USED TO CHANGE TEXT/BALL DIRECTION ON DIFFERENT SE
end
end
function mapChanger()
for i = 1, maxBalls do
if (gameState == "editor") then
MAP_TYPE = 2
end
if (MAP_TYPE > 2) then
MAP_TYPE = 0
end
if (gameMode == "practice") then
MAP_TYPE = 0
if ball[i].x > VIRTUAL_WIDTH * 0.99 then
soundtype = love.math.random(1, 5)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
if (ball[i].dx > 0) then
ball[i].x = ball[i].x - 20
else
ball[i].x = ball[i].x + 20
end
ball[i].dx = -ball[i].dx
end
end
if (MAP_TYPE == 1) then
if
ball[i].y < VIRTUAL_HEIGHT * 0.3 and ball[i].x > VIRTUAL_WIDTH * 0.5 and
ball[i].x < VIRTUAL_WIDTH * 0.5 + 5
then
soundtype = love.math.random(1, 5)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
if (ball[i].dx > 0) then
ball[i].x = ball[i].x - 20
else
ball[i].x = ball[i].x + 20
end
ball[i].dx = -ball[i].dx
end
if
ball[i].y > VIRTUAL_HEIGHT * 0.7 and ball[i].x > VIRTUAL_WIDTH * 0.5 and
ball[i].x < VIRTUAL_WIDTH * 0.5 + 5
then
soundtype = love.math.random(1, 5)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
if (ball[i].dx > 0) then
ball[i].x = ball[i].x - 20
else
ball[i].x = ball[i].x + 20
end
ball[i].dx = -ball[i].dx
end
end
if (MAP_TYPE == 2) then
for i, wall in ipairs(walls) do
if
(ball[1].y > wall.wally and ball[1].y < wall.wally + wall.wallheight and
ball[1].x > wall.wallx - ballSpeed / 200 and
ball[1].x < wall.wallx + 10 + ballSpeed / 200)
then
controllerSer()
soundtype = love.math.random(1, 5)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
if (ball[1].dx > 0) then
ball[1].x = ball[1].x - 1
else
ball[1].x = ball[1].x + 1
end
ball[1].dx = -ball[1].dx
elseif
(ball[1].y > wall.wally - 15 and ball[1].y < wall.wally + wall.wallheight + 10 and
ball[1].x > wall.wallx and
ball[1].x < wall.wallx + 10)
then
controllerSer()
soundtype = love.math.random(1, 5)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
if (ball[1].dy > 0) then
ball[1].y = ball[1].y - 1
else
ball[1].y = ball[1].y + 1
end
ball[1].dy = -ball[1].dy
end
end
end
if (gameState == "editor") then
MAP_TYPE = 2
end
if (MAP_TYPE > 2) then
MAP_TYPE = 0
end
end
function resolutionChanger()
if (RESOLUTION_SET > 1) then
@@ -1520,7 +1253,7 @@ function resettinggenius()
originalSpeed = 200
gameState = "menu"
globalState = "menu"
gameMode = "notpracticd"
gameMode = "normal"
ballSet = 200
ballSpeed = ballSet
player2.GREEN = 255
@@ -1543,10 +1276,6 @@ function resettinggenius()
AGAINST_AI = 0
end

function callAnimator()
love.graphics.setColor(255, 255, 255, light / 255)
love.graphics.draw(image, 0, 0)
end
function love.mousereleased(x, y, button)
love.keyboard.mouseisReleased = true
if (gameState == "editor") then


+ 362
- 10
src/baseGame.lua View File

@@ -11,6 +11,8 @@ function basegame(dt)
if t < shakeDuration then
t = t + dt
end
print("T = " .. tostring(t))
serveBot()
if gameState == 'play' then
if (AGAINST_AI == 1) then
for i = 1, maxBalls do
@@ -79,9 +81,11 @@ function basegame(dt)
player2.dy = 0
end
end
print(areanuclear .. striken .. player1score .. player2score)
for i = 1, maxBalls do
if ball[i]:collides(player1) then
if (areanuclear == 0 and ((player1striken or player2striken) and (player1score > 9 or player2score > 9))) then
if (areanuclear == 0 and striken == 1 and (player1score > 8 or player2score > 8)) then
print("Calling animation")
superanimator("tensehit", 1)
end
@@ -204,7 +208,7 @@ function basegame(dt)
shakeDuration = 1
if
(areanuclear == 0 and
((player1striken or player2striken) and (player1score > 9 or player2score > 9)))
(striken == 1 and (player1score > 8 or player2score > 8)))
then
superanimator("tensehit", 2)
end
@@ -324,6 +328,7 @@ function basegame(dt)
end
end
end
hitIdentifier()
if ball[i].y <= 0 then
soundtype = love.math.random(1, 5)
sounds["wallhit"]:setPitch(ballSpeed / 250)
@@ -377,7 +382,12 @@ function basegame(dt)
player1:update(dt)
player2:update(dt)
end
function menumode(dt)




function debugCheck(dt)
if (gameState == "menu") then
updateTEXT = "0.7.1 Chalkboard Update"
end
@@ -389,7 +399,8 @@ function menumode(dt)
end
editor()
mapChanger()
end
end

function goalManager()
for i = 1, maxBalls do
if (ball[i].x < 0 - ballSpeed * 0.5) then
@@ -559,26 +570,367 @@ function powerAvailability()
end
end
end

function editor()
if (gameState == "editor") then
if debug then
--print("Editor is active!")
end
local mx, my = love.mouse.getPosition()
mx = mx * DIFFERENCE_X
my = my * DIFFERENCE_Y
if not blockinput then
love.graphics.setColor(1, 0, 0, 1)
love.graphics.rectangle("fill", mx, my, 10, wall1width)
love.graphics.setColor(1, 1, 1, 1)
end
if (love.mouse.isDown(2)) then
wallbreaker(mx, my)
end
if (love.mouse.isDown(3)) then
table.insert(walls, newWall(mx, my, 10, wall1width))
end
end
end

function nuclearDraw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.circle("fill", ball[1].x, ball[1].y, explosionRange * 100, 100)
player1.RED, player1.GREEN, player1.BLUE, player2.RED, player2.GREEN, player2.BLUE =
nuclearanimation / 3,
nuclearanimation / 3,
nuclearanimation / 3,
nuclearanimation / 3,
nuclearanimation / 3,
nuclearanimation / 3
for i = 1, maxBalls do
love.graphics.setColor(nuclearanimation / 3, nuclearanimation / 3, nuclearanimation / 3, 1)
ball[i]:render("controlled")
end
player1:render()
player2:render()
end

function normalDraw()
if (areanuclear == 1) then
love.graphics.clear(1, 1, 1, 1)
else
love.graphics.clear(40 / 255, 40 / 255, 40 / 255, 1)
end
staticanimator()

if MAP_TYPE == 1 then
love.graphics.setColor(1, 0, 0.20, 1)
love.graphics.rectangle("fill", VIRTUAL_WIDTH * 0.5, 0, 10, VIRTUAL_HEIGHT * 0.3)
love.graphics.rectangle("fill", VIRTUAL_WIDTH * 0.5, VIRTUAL_HEIGHT * 0.7, 10, VIRTUAL_HEIGHT * 0.3)
love.graphics.setColor(1, 1, 1, 1)
end
if MAP_TYPE == 2 then
for i, wall in ipairs(walls) do
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", wall.wallx, wall.wally, 10, wall.wallheight)
end
end

if gameMode == 'practice' then
practiceDraw()
end
if gameMode == 'normal' then
pongDraw()
end
love.graphics.setFont(smallfont)
for i = 1, maxBalls do
if areanuclear == 1 then
--love.window.setTitle('rendering black')
ball[i]:render("black")
else
--love.window.setTitle('rendering white')
ball[i]:render(" ")
end
end
end
function pongDraw()
--print("Drawing classic pong")
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(TEXT, 0, 20, VIRTUAL_WIDTH, "center")
love.graphics.setFont(smallfont)
love.graphics.setFont(scorefont)
if (areanuclear == 1) then
love.graphics.setColor(0, 0, 0, 1)
end
love.graphics.print(tostring(math.floor(player1score)), VIRTUAL_WIDTH / 2 - 500, VIRTUAL_HEIGHT / 12)
love.graphics.print(tostring(math.floor(player2score)), VIRTUAL_WIDTH / 2 + 400, VIRTUAL_HEIGHT / 12)
love.graphics.setColor(1, 1, 1, 1)
displayPoints()
player1:render()
player2:render()

end
function practiceDraw()
player1:render()
love.graphics.rectangle("fill", VIRTUAL_WIDTH-10, 0, 10, VIRTUAL_HEIGHT)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(TEXT, 0, 20, VIRTUAL_WIDTH, "center")
love.graphics.setFont(smallfont)
love.graphics.setFont(scorefont)
love.graphics.print(tostring(math.floor(player1score)), VIRTUAL_WIDTH / 2 - 500, VIRTUAL_HEIGHT / 12)
end
function menuDraw()
love.graphics.setColor(1, 1, 1, 1)
love.graphics.printf(TEXT, 0, 20, VIRTUAL_WIDTH, "center")
love.graphics.setFont(smallfont)
love.graphics.printf(updateTEXT, 0, VIRTUAL_HEIGHT * 0.95, VIRTUAL_WIDTH, "left")
if MAP_TYPE == 1 then
love.graphics.setColor(1, 0, 0.20, 1)
love.graphics.rectangle("fill", VIRTUAL_WIDTH * 0.5, 0, 10, VIRTUAL_HEIGHT * 0.3)
love.graphics.rectangle("fill", VIRTUAL_WIDTH * 0.5, VIRTUAL_HEIGHT * 0.7, 10, VIRTUAL_HEIGHT * 0.3)
love.graphics.setColor(1, 1, 1, 1)
end
if MAP_TYPE == 2 then
for i, wall in ipairs(walls) do
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", wall.wallx, wall.wally, 10, wall.wallheight)
end
end
end
if gameState == "windowsettings" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, settings, sounds, "right")
love.keyboard.mouseisReleased = false
end
if gameState == "editor" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, editorpicks, sounds, "right")
love.keyboard.mouseisReleased = false
end
if gameState == "speedSettings" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, speedParameters, sounds, "middle")
love.keyboard.mouseisReleased = false
end
if gameState == "controlSettings" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, controlSettings, sounds, "control")
love.keyboard.mouseisReleased = false
end
if gameState == "gameMode" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, modeSelectorButtons, sounds, "middle")
love.keyboard.mouseisReleased = false
end
if gameState == "menu" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, buttons, sounds, "middle")
love.keyboard.mouseisReleased = false
end
if gameState == "difficulty" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, difbuttons, sounds, "middle")
love.keyboard.mouseisReleased = false
end
if gameState == "multiMode" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, playerCountButtons, sounds, "playercount")
love.keyboard.mouseisReleased = false
end
if gameState == "prdiff" then
mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, pracdiff, sounds, "playercount")
love.keyboard.mouseisReleased = false
end
if gameState == 'start' then
love.graphics.push()
love.graphics.translate(VIRTUAL_WIDTH * 0.4, VIRTUAL_HEIGHT * 0.5)
love.graphics.rotate(rotation)
love.graphics.setFont(smallfont)
love.graphics.print("Press Enter to Start", WINDOW_WIDTH / -10, VIRTUAL_HEIGHT / 8)
love.graphics.setColor(255, 255, 255, 255)
love.graphics.pop()
end
end
function baseDraw()
love.graphics.clear(40 / 255, 40 / 255, 40 / 255, 1)
if shakeDuration > t then
local dx = love.math.random(-shakeMagnitude, shakeMagnitude)
local dy = love.math.random(-shakeMagnitude, shakeMagnitude)
love.graphics.translate(dx, dy)
end
if globalState == 'menu' then
print("Drawing menuDraw")
if gameState == 'animation' then
print("Drawing animation")
intro()
end
if gameState ~= 'animation' then
print("Drawing notanimtaion")
love.graphics.setFont(scorefont)
menuDraw()
end
end
if globalState == 'base' then
love.graphics.setFont(smallfont)
if gameState == 'nuclearExplosion' then
nuclearDraw()
end
if gameState == 'play' or gameState == '1serve' or gameState == '2serve' or gameState == 'done' then
print("Drawing normally")
normalDraw()
end

end


end

function renderEditor()
if not blockinput then
love.graphics.setColor(1, 0, 0, 1)
love.graphics.rectangle("fill", mx, my, 10, wall1width)
love.graphics.setColor(1, 1, 1, 1)
end
for i, wall in ipairs(walls) do
love.graphics.setColor(1, 1, 1, 1)
love.graphics.rectangle("fill", wall.wallx, wall.wally, 10, wall.wallheight)
end
end

function intro()
love.graphics.setColor(255, 255, 255, light / 255)
love.graphics.draw(image, 0, 0)
end


function displayPoints()
love.graphics.setFont(smallfont)
if areanuclear == 1 then
love.graphics.setColor(0,0,0,1)
end
if (potentialstrike1 == 1 and potentialnuke1 == 0 and player1reverbav == 0) then --FLAG: AVAILABLE SUPER
if (player1striken == 0) then
love.graphics.print(
tostring(math.floor(player1nukescore) .. "[" .. p1control.super .. "]"),
VIRTUAL_WIDTH / 2 - 500,
VIRTUAL_HEIGHT / 60
)
else
love.graphics.print(tostring("READY"), VIRTUAL_WIDTH / 2 - 500, VIRTUAL_HEIGHT / 60)
end
elseif (player1reverbav == 1 and potentialnuke1 == 0) then
love.graphics.print(
tostring(
math.floor(player1nukescore) .. "[" .. p1control.super .. "]" .. " [" .. p1control.counter .. "]"
),
VIRTUAL_WIDTH / 2 - 500,
VIRTUAL_HEIGHT / 60
)
elseif (potentialnuke1 == 1) then
love.graphics.setColor(255, 0, 0, 255)
love.graphics.print(
tostring(
math.floor(player1nukescore) .. "[" .. p1control.super .. "]" .. " [" .. p1control.counter .. "]"
),
VIRTUAL_WIDTH / 2 - 500,
VIRTUAL_HEIGHT / 60
)
love.graphics.setColor(255, 255, 255, 255)
else
love.graphics.print(tostring(math.floor(player1nukescore)), VIRTUAL_WIDTH / 2 - 500, VIRTUAL_HEIGHT / 60)
end
if (potentialstrike2 == 1 and player2reverbav == 0) then
if (player2striken == 0) then
love.graphics.print(
tostring(math.floor(player2nukescore) .. "[" .. p2control.super .. "]"),
VIRTUAL_WIDTH / 2 + 430,
VIRTUAL_HEIGHT / 60
)
else
love.graphics.print(tostring("READY"), VIRTUAL_WIDTH / 2 + 430, VIRTUAL_HEIGHT / 60)
end
elseif (potentialnuke2 == 1) then
love.graphics.setColor(255, 0, 0, 255)
love.graphics.print(
tostring(math.floor(player2nukescore) .. "[" .. p2control.super .. "]"),
VIRTUAL_WIDTH / 2 + 430,
VIRTUAL_HEIGHT / 60
)
love.graphics.setColor(255, 255, 255, 255)
elseif (player2reverbav == 1 and potentialnuke2 == 0) then
love.graphics.print(
tostring(math.floor(player2nukescore) .. "[" .. p2control.super .. "] [" .. p2control.counter .. "]"),
VIRTUAL_WIDTH / 2 + 430,
VIRTUAL_HEIGHT / 60
)
else
love.graphics.print(tostring(math.floor(player2nukescore)), VIRTUAL_WIDTH / 2 + 430, VIRTUAL_HEIGHT / 60)
end
end

function hitIdentifier()
if (gameMode == "practice") then
MAP_TYPE = 0
if ball[i].x > VIRTUAL_WIDTH * 0.99 then
soundtype = love.math.random(1, 5)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
if (ball[i].dx > 0) then
ball[i].x = ball[i].x - 20
else
ball[i].x = ball[i].x + 20
end
ball[i].dx = -ball[i].dx
end
end
if (MAP_TYPE == 1) then
if
ball[i].y < VIRTUAL_HEIGHT * 0.3 and ball[i].x > VIRTUAL_WIDTH * 0.5 and
ball[i].x < VIRTUAL_WIDTH * 0.5 + 5
then
soundtype = love.math.random(1, 5)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
if (ball[i].dx > 0) then
ball[i].x = ball[i].x - 20
else
ball[i].x = ball[i].x + 20
end
ball[i].dx = -ball[i].dx
end
if
ball[i].y > VIRTUAL_HEIGHT * 0.7 and ball[i].x > VIRTUAL_WIDTH * 0.5 and
ball[i].x < VIRTUAL_WIDTH * 0.5 + 5
then
soundtype = love.math.random(1, 5)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
if (ball[i].dx > 0) then
ball[i].x = ball[i].x - 20
else
ball[i].x = ball[i].x + 20
end
ball[i].dx = -ball[i].dx
end
end
if (MAP_TYPE == 2) then
for i, wall in ipairs(walls) do
if
(ball[1].y > wall.wally and ball[1].y < wall.wally + wall.wallheight and
ball[1].x > wall.wallx - ballSpeed / 200 and
ball[1].x < wall.wallx + 10 + ballSpeed / 200)
then
controllerSer()
soundtype = love.math.random(1, 5)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
if (ball[1].dx > 0) then
ball[1].x = ball[1].x - 1
else
ball[1].x = ball[1].x + 1
end
ball[1].dx = -ball[1].dx
elseif
(ball[1].y > wall.wally - 15 and ball[1].y < wall.wally + wall.wallheight + 10 and
ball[1].x > wall.wallx and
ball[1].x < wall.wallx + 10)
then
controllerSer()
soundtype = love.math.random(1, 5)
sounds["wallhit"]:setPitch(ballSpeed / 250)
sounds["wallhit"]:play()
if (ball[1].dy > 0) then
ball[1].y = ball[1].y - 1
else
ball[1].y = ball[1].y + 1
end
ball[1].dy = -ball[1].dy
end
end
end
end

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