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@@ -0,0 +1,584 @@ |
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function basegame(dt) |
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if player1nukescore > 300 then |
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player1nukescore = 300 |
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end |
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if player2nukescore > 300 then |
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player2nukescore = 300 |
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end |
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speedControl() |
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balancer() |
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musicController('norm', 1) |
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if t < shakeDuration then |
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t = t + dt |
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end |
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if gameState == 'play' then |
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if (AGAINST_AI == 1) then |
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for i = 1, maxBalls do |
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if (ball[i].y - player2.y >= 50 and player2.x - ball[i].x < AI_LEVEL) then |
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player2.dy = AI_SPEED |
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elseif (player2.y - ball[i].y >= -20 and player2.x - ball[i].x < AI_LEVEL) then |
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player2.dy = -AI_SPEED |
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else |
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player2.dy = 0 |
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end |
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if |
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difficultyl == 350 and player2reverbav == true and VIRTUAL_WIDTH - ball[i].x < 90 and |
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math.abs(ball[i].y - player2.y) > 150 |
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then |
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sounds["time"]:play() |
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player2reverbav = false |
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timeIsSlow2 = true |
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originalPaddle = paddle_SPEED |
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originalSpeed = ballSpeed |
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player2reverbav = 0 |
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potentialnuke2 = 0 |
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potentialstrike2 = 0 |
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end |
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if (player2nukescore > AI_STRIKEMOD and striken == 0) then |
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player2striken = 1 |
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elseif (player2nukescore > AI_NUKEMOD and striken == 1) then |
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if (areanuclear == 1) then |
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maxspeed = maxspeed + 50 |
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end |
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sounds["nuke"]:play() |
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potentialstrike2 = 0 |
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areanuclear = 1 |
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ballSpeed = ballSpeed * 2 |
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if (synctype == 0) then |
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paddle_SPEED = paddle_SPEED * 2 |
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end |
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if (synctype == 1) then |
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paddle_SPEED = ballSpeed / 10 |
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end |
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if (synctype == 0) then |
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AI_SPEED = AI_SPEED * 2.2 |
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end |
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if (synctype == 1) then |
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AI_SPEED = ballSpeed * 1.1 / 10 |
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end |
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player2nukescore = 0 |
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player2reverbav = 0 |
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potentialnuke2 = 0 |
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end |
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end |
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end |
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if (love.keyboard.isDown(p1control.up)) then |
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player1.dy = (paddle_SPEED + p1bonus) * -1 |
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elseif (love.keyboard.isDown(p1control.down)) then |
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player1.dy = paddle_SPEED + p1bonus |
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else |
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player1.dy = 0 |
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end |
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if (AGAINST_AI == 0) then |
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if (love.keyboard.isDown(p2control.up)) then |
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player2.dy = (paddle_SPEED + p2bonus) * -1 |
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elseif (love.keyboard.isDown(p2control.down)) then |
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player2.dy = paddle_SPEED + p2bonus |
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else |
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player2.dy = 0 |
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end |
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end |
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for i = 1, maxBalls do |
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if ball[i]:collides(player1) then |
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if (areanuclear == 0 and ((player1striken or player2striken) and (player1score > 9 or player2score > 9))) then |
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print("Calling animation") |
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superanimator("tensehit", 1) |
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end |
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if gameMode == "practice" then |
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player1score = player1score + 1 |
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end |
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t = 0 |
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if (ballSpeed > 200) then |
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shakeMagnitude = ballSpeed / 200 |
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else |
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shakeMagnitude = 0 |
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end |
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shakeDuration = 1 |
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randomtext = love.math.random(1, #textphrases) |
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TEXT = textphrases[randomtext] |
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soundtype = love.math.random(1, 1.2) |
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if (player1striken == 1) then |
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TEXT = "PLAYER 1 STRIKES" |
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ballSpeed = ballSpeed + player1nukescore |
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potentialnuke1 = 0 |
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player1striken = 0 |
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player1nukescore = 0 |
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potentialstrike1 = 0 |
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striken = 1 |
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if areanuclear == 0 then |
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sounds["striking"]:setPitch(ballSpeed / 250) |
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sounds["striking"]:play() |
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else |
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sounds["nuclearhit"]:setPitch(1) |
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sounds["nuclearhit"]:play() |
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end |
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else |
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if areanuclear == 0 then |
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sounds["beep"]:setPitch(ballSpeed / 250) |
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sounds["beep"]:play() |
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else |
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sounds["nuclearhit"]:setPitch(1) |
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sounds["nuclearhit"]:play() |
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end |
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end |
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if (striken == 1) then |
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player1nukescore = player1nukescore * 1.2 |
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if (synctype == 0) then |
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paddle_SPEED = paddle_SPEED * 1.10 |
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elseif (synctype == 1) then |
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paddle_SPEED = ballSpeed / 10 |
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end |
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if (synctype == 0) then |
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AI_SPEED = AI_SPEED * 1.10 |
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end |
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if (synctype == 1) then |
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AI_SPEED = ballSpeed * 1.1 / 10 |
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end |
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ballSpeed = ballSpeed * 1.10 |
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end |
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player1nukescore = player1nukescore + 10 |
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ball[i].dx = -ball[i].dx |
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ball[i].x = player1.x + 30 |
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if (love.keyboard.isDown(p1control.up)) then |
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select = math.random(1, 5) |
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if select == 1 then |
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ball[i].dy = -1 |
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elseif select == 2 then |
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ball[i].dy = -1.2 |
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elseif select == 3 then |
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ball[i].dy = -1.5 |
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elseif select == 4 then |
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ball[i].dy = -1.8 |
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elseif select == 5 then |
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ball[i].dy = -2 |
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end |
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elseif love.keyboard.isDown(p1control.down) then |
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select = math.random(1, 5) |
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if select == 1 then |
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ball[i].dy = 1 |
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elseif select == 2 then |
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ball[i].dy = 1.2 |
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elseif select == 3 then |
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ball[i].dy = 1.5 |
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elseif select == 4 then |
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ball[i].dy = 1.8 |
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elseif select == 5 then |
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ball[i].dy = 2 |
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end |
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else |
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if ball[i].dy < 0 then |
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select = math.random(1, 5) |
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if select == 1 then |
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ball[i].dy = -1 |
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elseif select == 2 then |
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ball[i].dy = -1.2 |
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elseif select == 3 then |
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ball[i].dy = -1.5 |
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elseif select == 4 then |
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ball[i].dy = -1.8 |
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elseif select == 5 then |
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ball[i].dy = -2 |
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end |
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else |
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select = math.random(1, 5) |
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if select == 1 then |
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ball[i].dy = 1 |
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elseif select == 2 then |
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ball[i].dy = 1.2 |
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elseif select == 3 then |
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ball[i].dy = 1.5 |
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elseif select == 4 then |
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ball[i].dy = 1.8 |
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elseif select == 5 then |
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ball[i].dy = 2 |
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end |
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end |
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end |
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end |
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if ball[i]:collides(player2) then |
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--ameState = 'quickanim' |
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t = 0 |
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shakeDuration = 1 |
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if |
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(areanuclear == 0 and |
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((player1striken or player2striken) and (player1score > 9 or player2score > 9))) |
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then |
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superanimator("tensehit", 2) |
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end |
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if (ballSpeed > 200) then |
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shakeMagnitude = ballSpeed / 200 |
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else |
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shakeMagnitude = 0 |
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end |
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randomtext = love.math.random(1, #textphrases) |
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TEXT = textphrases[randomtext] |
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soundtype = love.math.random(1, 1.2) |
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if (player2striken == 1) then |
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TEXT = "PLAYER 2 STRIKES" |
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ballSpeed = ballSpeed + player2nukescore |
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striken = 1 |
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player2striken = 0 |
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potentialnuke2 = 0 |
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player2nukescore = 0 |
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potentialstrike2 = 0 |
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if areanuclear == 0 then |
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sounds["striking"]:setPitch(ballSpeed / 250) |
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sounds["striking"]:play() |
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else |
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sounds["nuclearhit"]:setPitch(1) |
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sounds["nuclearhit"]:play() |
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end |
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elseif (striken == 1) then |
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player2nukescore = player2nukescore * 1.5 |
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if (synctype == 0) then |
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paddle_SPEED = paddle_SPEED * 1.10 |
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end |
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if (synctype == 1) then |
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paddle_SPEED = ballSpeed / 10 |
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end |
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if (synctype == 0) then |
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AI_SPEED = AI_SPEED * 1.10 |
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end |
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if (synctype == 1) then |
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AI_SPEED = ballSpeed * 1.1 / 10 |
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end |
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ballSpeed = ballSpeed * 1.10 |
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if areanuclear == 0 then |
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sounds["beep"]:setPitch(ballSpeed / 250) |
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sounds["beep"]:play() |
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else |
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sounds["nuclearhit"]:setPitch(1) |
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sounds["nuclearhit"]:play() |
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end |
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else |
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if areanuclear == 0 then |
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sounds["beep"]:setPitch(ballSpeed / 250) |
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sounds["beep"]:play() |
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else |
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sounds["nuclearhit"]:setPitch(1) |
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sounds["nuclearhit"]:play() |
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end |
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end |
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player2nukescore = player2nukescore + 10 |
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ball[i].dx = -ball[i].dx |
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ball[i].x = player2.x - 30 |
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if (love.keyboard.isDown(p2control.up) or AI_SPEED < 0) then |
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select = math.random(1, 5) |
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if select == 1 then |
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ball[i].dy = -1 |
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elseif select == 2 then |
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ball[i].dy = -1.2 |
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elseif select == 3 then |
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ball[i].dy = -1.5 |
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elseif select == 4 then |
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ball[i].dy = -1.8 |
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elseif select == 5 then |
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ball[i].dy = -2 |
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end |
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elseif love.keyboard.isDown(p2control.down) or AI_SPEED > 0 then |
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select = math.random(1, 5) |
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if select == 1 then |
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ball[i].dy = 1 |
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elseif select == 2 then |
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ball[i].dy = 1.2 |
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elseif select == 3 then |
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ball[i].dy = 1.5 |
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elseif select == 4 then |
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ball[i].dy = 1.8 |
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elseif select == 5 then |
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ball[i].dy = 2 |
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end |
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else |
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if ball[i].dy < 0 then |
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select = math.random(1, 5) |
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if select == 1 then |
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ball[i].dy = -1 |
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elseif select == 2 then |
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ball[i].dy = -1.2 |
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elseif select == 3 then |
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ball[i].dy = -1.5 |
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elseif select == 4 then |
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ball[i].dy = -1.8 |
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elseif select == 5 then |
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ball[i].dy = -2 |
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end |
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else |
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select = math.random(1, 5) |
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if select == 1 then |
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ball[i].dy = 1 |
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elseif select == 2 then |
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ball[i].dy = 1.2 |
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elseif select == 3 then |
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ball[i].dy = 1.5 |
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elseif select == 4 then |
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ball[i].dy = 1.8 |
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elseif select == 5 then |
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ball[i].dy = 2 |
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end |
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end |
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end |
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end |
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if ball[i].y <= 0 then |
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soundtype = love.math.random(1, 5) |
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sounds["wallhit"]:setPitch(ballSpeed / 250) |
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sounds["wallhit"]:play() |
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ball[i].y = 0 |
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ball[i].dy = -ball[i].dy |
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end |
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-- -4 to account for the ball's size |
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if ball[i].y >= VIRTUAL_HEIGHT - 40 then |
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soundtype = love.math.random(1, 5) |
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sounds["wallhit"]:setPitch(ballSpeed / 250) |
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sounds["wallhit"]:play() |
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ball[i].y = VIRTUAL_HEIGHT - 40 |
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ball[i].dy = -ball[i].dy |
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end |
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--love.window.setTitle('Trying to update the ball') |
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if timeIsSlow then |
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if ballSpeed > originalSpeed / 3 then |
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paddle_SPEED = 30 |
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ballSpeed = ballSpeed / (1 + (dt * 2)) |
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end |
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player1nukescore = player1nukescore - (dt * 50) |
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if player1nukescore < 1 or ball[1].dx > 0 then |
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timeIsSlow = false |
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player1reverbav = false |
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ballSpeed = originalSpeed |
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sounds["time"]:stop() |
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paddle_SPEED = originalPaddle |
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end |
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end |
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if timeIsSlow2 then |
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if ballSpeed > originalSpeed / 3 then |
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ballSpeed = ballSpeed / (1 + (dt * 2)) |
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end |
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player2nukescore = player2nukescore - (dt * 50) |
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if player2nukescore < 1 or ball[1].dx < 0 then |
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paddle_SPEED = 30 |
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timeIsSlow2 = false |
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player2reverbav = false |
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ballSpeed = originalSpeed |
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sounds["time"]:stop() |
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paddle_SPEED = originalPaddle |
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end |
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end |
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ball[i]:update(dt) |
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end |
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end |
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goalManager() |
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powerAvailability() |
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player1:update(dt) |
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player2:update(dt) |
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end |
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function menumode(dt) |
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if (gameState == "menu") then |
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updateTEXT = "0.7.1 Chalkboard Update" |
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end |
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dangerChecker() |
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elapsed = elapsed + dt |
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rotation = math.sin(elapsed * 2.5) * 0.7 |
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if gameState == "assign" then |
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controlChanger() |
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end |
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editor() |
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mapChanger() |
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end |
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function goalManager() |
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for i = 1, maxBalls do |
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if (ball[i].x < 0 - ballSpeed * 0.5) then |
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if (gameMode ~= "practice") then |
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sounds["score"]:play() |
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end |
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if (nuckemodactive == 0) then |
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areanuclear = 0 |
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nuclearanimation = 3 |
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end |
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striken = 0 |
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player1striken = 0 |
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player2striken = 0 |
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ballSpeed = ballSet |
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if (synctype == 0) then |
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paddle_SPEED = ballSet / 10 |
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end |
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if (synctype == 1) then |
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paddle_SPEED = ballSpeed / 10 |
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end |
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AI_SPEED = difficultyl / 10 |
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player2score = player2score + 1 |
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if (player2score == ptw and gameMode ~= "practice") then |
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for i = 1, maxBalls do |
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ball[i]:reset(i) |
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end |
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sounds["win"]:play() |
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|
|
gameState = "done" |
|
|
|
TEXT = "Player 2 Won!" |
|
|
|
else |
|
|
|
gameState = "1serve" |
|
|
|
serveBot() |
|
|
|
for i = 1, maxBalls do |
|
|
|
ball[i]:reset(i) |
|
|
|
end |
|
|
|
end |
|
|
|
end |
|
|
|
if (ball[i].x > VIRTUAL_WIDTH + ballSpeed * 0.5) then |
|
|
|
sounds["score"]:play() |
|
|
|
if (nuckemodactive == 0) then |
|
|
|
areanuclear = 0 |
|
|
|
nuclearanimation = 3 |
|
|
|
end |
|
|
|
striken = 0 |
|
|
|
player1striken = 0 |
|
|
|
player2striken = 0 |
|
|
|
ballSpeed = ballSet |
|
|
|
|
|
|
|
if (synctype == 0) then |
|
|
|
paddle_SPEED = ballSet / 10 |
|
|
|
AI_SPEED = ballSet / 10 |
|
|
|
end |
|
|
|
if (synctype == 1) then |
|
|
|
paddle_SPEED = ballSpeed / 10 |
|
|
|
AI_SPEED = ballSpeed / 10 |
|
|
|
end |
|
|
|
|
|
|
|
AI_SPEED = difficultyl / 10 |
|
|
|
player1score = player1score + 1 |
|
|
|
if (player1score == ptw) then |
|
|
|
ball[i]:reset(i) |
|
|
|
|
|
|
|
sounds["win"]:play() |
|
|
|
gameState = "done" |
|
|
|
TEXT = "Player 1 Won!" |
|
|
|
else |
|
|
|
gameState = "2serve" |
|
|
|
|
|
|
|
serveBot() |
|
|
|
|
|
|
|
ball[i]:reset(i) |
|
|
|
end |
|
|
|
end |
|
|
|
end |
|
|
|
end |
|
|
|
|
|
|
|
function powerAvailability() |
|
|
|
if (player1nukescore >= 20 and player1nukescore < 140) then |
|
|
|
potentialstrike1 = 1 |
|
|
|
if (love.keyboard.isDown(p1control.super)) then |
|
|
|
player1striken = 1 |
|
|
|
player1reverbav = 0 |
|
|
|
end |
|
|
|
end |
|
|
|
if (player1nukescore >= 140) and timeIsSlow2 == false and timeIsSlow == false and maxBalls == 1 and ball[1].x < VIRTUAL_WIDTH / 2 then |
|
|
|
player1reverbav = 1 |
|
|
|
if love.keyboard.isDown(p1control.counter) then |
|
|
|
powerControl(1, "special") |
|
|
|
end |
|
|
|
end |
|
|
|
if (player1nukescore >= 200) then |
|
|
|
potentialnuke1 = 1 |
|
|
|
if (love.keyboard.isDown(p1control.super)) then |
|
|
|
sounds["nuke"]:play() |
|
|
|
if areanuclear == 1 then |
|
|
|
maxspeed = maxspeed + 50 |
|
|
|
end |
|
|
|
areanuclear = 1 |
|
|
|
potentialstrike1 = 0 |
|
|
|
striken = 0 |
|
|
|
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 |
|
|
|
player1nukescore = 0 |
|
|
|
player1reverbav = 0 |
|
|
|
potentialnuke1 = 0 |
|
|
|
end |
|
|
|
end |
|
|
|
if (player2nukescore >= 20 and player2nukescore <= 140) then |
|
|
|
potentialstrike2 = 1 |
|
|
|
if (AGAINST_AI == 0) then |
|
|
|
if (love.keyboard.isDown(p2control.super)) then |
|
|
|
player2striken = 1 |
|
|
|
player2reverbav = 0 |
|
|
|
end |
|
|
|
end |
|
|
|
end |
|
|
|
if (player2nukescore >= 140) and timeIsSlow == false and timeIsSlow2 == false and maxBalls == 1 and ball[1].x > VIRTUAL_WIDTH / 2 then |
|
|
|
player2reverbav = 1 |
|
|
|
if love.keyboard.isDown(p2control.counter) then |
|
|
|
sounds["time"]:play() |
|
|
|
player2reverbav = false |
|
|
|
timeIsSlow2 = true |
|
|
|
originalPaddle = paddle_SPEED |
|
|
|
originalSpeed = ballSpeed |
|
|
|
player2reverbav = 0 |
|
|
|
potentialnuke2 = 0 |
|
|
|
potentialstrike2 = 0 |
|
|
|
end |
|
|
|
end |
|
|
|
if (player2nukescore >= 200) then |
|
|
|
potentialnuke2 = 1 |
|
|
|
if (love.keyboard.isDown(p2control.super) and AGAINST_AI == 0) then |
|
|
|
sounds["nuke"]:play() |
|
|
|
if areanuclear == 1 then |
|
|
|
maxspeed = maxspeed + 50 |
|
|
|
end |
|
|
|
potentialstrike2 = 0 |
|
|
|
areanuclear = 1 |
|
|
|
player2reverbav = 0 |
|
|
|
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 |
|
|
|
potentialnuke2 = 0 |
|
|
|
end |
|
|
|
end |
|
|
|
end |
|
|
|
function editor() |
|
|
|
if (gameState == "editor") then |
|
|
|
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 |
|
|
|
|
|
|
|
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 |