--CALLING OTHER LUA FILES <<<<<<< HEAD love.filesystem.setIdentity( "pong" ) love.filesystem.createDirectory( "a" ) ======= >>>>>>> 66f507d752eff25dc46468da097e4d08624fced6 require "src/dependencies" --CANCELLED ATTEMPETED SHADING (NOT WORKING) local shader_code = [[ vec4 effect(vec4 color, Image image, vec2 uvs, vec2 screen_coords) { vec4 pixel = Texel(image,uvs); return pixel * color; } ]] --ANDROID EXLUSIVE VARIABLES touches = {} doubleclick1 = false doubleclick2 = false hold1 = false hold2 = false debug = true paused = false androidButtons = {} pauseButtons = {} doneButtons = {} showTouchControls = false --GLOBAL VARIABLES --0.9 VARIABLES globalMessage = "none" globalAnimation = "none" globalMessageTime = 0 isButtonAnimated = false lowcpu = false wallsLoadError = false background = love.graphics.newImage('img/background.jpg') backgroundScroll = 0 background_scroll_speed = 10 background_looping_point = 810 --END HERE frameratecap = 1/60 realtimer = 0 myip = "unknown" status = "offline" gameMode = "normal" ts = 0 globalState = "menu" timeIsSlow = false timeIsSlow2 = false originalSpeed = 200 explosionRange = 0 blockinput = false wall1width = 30 nuclearanimation = 3 easternum = 0 qq = 0 ball_DIR = 0 updaterate = 0.015 RED = 255 hitNum = {} hitNum[1] = 0 hitNum[2] = 0 hitNum[3] = 0 confirmation = "N" hitNum[4] = 0 p1bonus = 0 p2bonus = 0 hitNum[5] = 0 hitNum[6] = 0 GREEN = 255 IP = '45.76.95.31' IPnew = '45.76.95.31' BLUE = 255 updateTEXT = "Galaxy Update" maxBalls = 1 playerCount = 1 player1reverbav = 0 playertext = "1v1" player2reverbav = 0 elapsed = 0 rotation = 0 TEXT = "Nuclear Pong" currentKey = " " ptw = 10 checkrate = 0.5 --CHECKING IF CONTROLS ARE TAKEN danger = "none" danger2 = "none" nuckemodactive = 0 maxspeed = 700 DIFFERENCE_X = 1 DIFFERENCE_Y = 1 OFFSET_X = 0 OFFSET_Y = 0 paddle_SPEED = 200 textamount = 15 AI_STRIKEMOD = 1000 resolutionWin = 0 AGAINST_AI = 0 RESOLUTION_SET = 0 AI_NUKEMOD = 1000 animstart = true AI_SPEED = 300 craz = 0 AI_LEVEL = 500 isFullscreen = 0 prtext = "Easy" lastSentKey = "c" MAP_TYPE = 0 lastSentKeyClient = "c" difficultyl = 300 req = "pp" ballSet = 200 p1control = {up = "a", down = "z", super = "s", counter = "x"} p2control = {up = ";", down = ".", super = "l", counter = ","} synctext = "Independent" synctype = 0 function newTouch(id, x, y) return { id = id, x = x, y = y, originalX = x, originalY = y } end 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 = 1300, text = text, fn = fn, skipAnim = sp, now = false, last = false } end end function love.keyboard.mouseWasReleased() return love.keyboard.mouseisReleased end function autoSave(dt) autoTimer = autoTimer + dt end function balancer() if (player2score == 9 or player1score == 9) then shakeDuration = 5 if debug then --print("Shaking set to match almost over") end end if (player1score < player2score) then p1bonus = (player2score - player1score) * 5 else p1bonus = 0 end if (player2score < player1score) then p2bonus = (player1score - player2score) * 5 else p2bonus = 0 end end function newWall(wallx, wally, wallwidth, wallheight) return { wallx = wallx, wally = wally, walwidth = wallwidth, wallheight = wallheight } end speedParameters = {} buttons = {} IPselect = {} difbuttons = {} settings = {} walls = {} editorpicks = {} controlSettings = {} modeSelectorButtons = {} pracdiff = {} playerCountButtons = {} function controlChanger() if (gameState == "assign") then love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255) love.graphics.printf("SELECT BUTTON", 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center") end end function love.load() walls = {} print (love.filesystem.getSaveDirectory()) print (love.filesystem.getIdentity( )) love.graphics.setDefaultFilter('nearest', 'nearest') love.keyboard.setKeyRepeat(true) tick.framerate = 60 simpleScale.setWindow(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT) configfile = io.open("config.lua", "r") configsave = io.open("config.lua", "w") shader = love.graphics.newShader(shader_code) time_1 = 0 --print("Debug active") --load testwalls = love.filesystem.load("save") if testwalls ~= nil then walls = love.filesystem.load("save") print("Save file found") else print("No save file found!") end light = 0 image = love.graphics.newImage("Madi.png") table.insert( androidButtons, newButton( "H", function() if globalState == "base" and gameState ~= "done" then paused = true else resetButtonX(buttons) TEXT = "Nuclear Pong" resettinggenius() paused = false gameState = "menu" ball[1].dx = 1 ball_DIR = 1 ball[1].dy = 1 globalState = "menu" hardmanager() end end, false ) ) table.insert( editorpicks, newButton( "C", function() for k in pairs(walls) do walls[k] = nil end end, false ) ) table.insert( pauseButtons, newButton( "Resume", function() paused = false TEXT = "Let's Continue" end, false ) ) table.insert( doneButtons, newButton( "Freeplay", function() if player1score > player2score then gameState = "2serve" else gameState = "1serve" end potentialnuke1 = 0 potentialnuke2 = 0 striken = 0 if (nuckemodactive == 0) then areanuclear = 0 nuclearanimation = 3 end potentialstrike1 = 0 potentialstrike2 = 0 player1nukescore = 0 player2nukescore = 0 end, false ) ) table.insert( doneButtons, newButton( "Menu", function() resettinggenius() TEXT = "Nuclear Pong" paused = false gameState = "menu" ball[1].dx = 1 ball_DIR = 1 ball[1].dy = 1 globalState = "menu" hardmanager() end, false ) ) if not isAndroid then table.insert( pauseButtons, newButton( "Toggle Fullscreen", function() myscreen:toggle(VIRTUAL_HEIGHT, VIRTUAL_WIDTH) DIFFERENCE_X = myscreen.c DIFFERENCE_Y = myscreen.d OFFSET_X = myscreen.e OFFSET_Y = myscreen.f end, true ) ) end table.insert( pauseButtons, newButton( "Toggle Music", function() if mute then musicController("mute", 0) else musicController("mute", 1) end end, true ) ) table.insert( pauseButtons, newButton( "Menu", function() resettinggenius() paused = false TEXT = "Nuclear Pong" gameState = "menu" ball[1].dx = 1 ball_DIR = 1 ball[1].dy = 1 globalState = "menu" hardmanager() end, false ) ) table.insert( editorpicks, newButton( "S", function() print(love.filesystem.write("save.lua", serialize(walls))) end, true ) ) table.insert( editorpicks, newButton( "L", function() walls = love.filesystem.load("save.lua")() if walls == nil then walls = {} wallsLoadError = true end end, true ) ) table.insert( buttons, newButton( "Singleplayer", function() ptw = 10 gameState = "gameMode" end, false ) ) table.insert( buttons, newButton( "Online", function() MAP_TYPE = 0 if isAndroid then love.keyboard.setTextInput( true, 0, VIRTUAL_HEIGHT, VIRTUAL_WIDTH, VIRTUAL_HEIGHT/3) end gameState = "chooseIP" end, false ) ) table.insert( IPselect, newButton( "Host", function() globalState = "nettest" AGAINST_AI = 0 gameState = "1serve" ball[1]:reset(1, 1) end, true ) ) table.insert( IPselect, newButton( "Guest", function() globalState = "clienttest" AGAINST_AI = 0 gameState = "1serve" ball[1]:reset(1, 1) end, true ) ) table.insert( buttons, newButton( "Multiplayer", function() gameState = "multiMode" end, false ) ) if not isAndroid then table.insert( buttons, newButton( "Settings", function() AGAINST_AI = 0 gameState = "windowsettings" end, false ) ) else table.insert( buttons, newButton( "Show Controls", function() if showTouchControls then showTouchControls = false else showTouchControls = true end gameState = "touchcontrols" end, true ) ) end table.insert( buttons, newButton( "Exit", function() love.event.quit(0) end, false ) ) table.insert( difbuttons, newButton( "Easy", function() hardmanager("easy") end, false ) ) table.insert( difbuttons, newButton( "Normal", function() hardmanager("normal") end, false ) ) table.insert( difbuttons, newButton( "Hard", function() hardmanager("hard") end, false ) ) table.insert( difbuttons, newButton( "Smart", function() hardmanager("smart") end, false ) ) --table.insert( -- settings, -- newButton( -- "Change Map", -- function() -- MAP_TYPE = MAP_TYPE + 1 -- end -- ) --) table.insert( settings, newButton( "Toggle Fullscreen", function() myscreen:toggle(VIRTUAL_HEIGHT, VIRTUAL_WIDTH) DIFFERENCE_X = myscreen.c DIFFERENCE_Y = myscreen.d OFFSET_X = myscreen.e OFFSET_Y = myscreen.f end, true ) ) if isAndroid then table.insert( buttons, newButton( "Toggle Music", function() if mute then musicController("mute", 0) else musicController("mute", 1) end end, true ) ) end table.insert( settings, newButton( "Toggle Music", function() if mute then musicController("mute", 0) else musicController("mute", 1) end end, true ) ) table.insert( settings, newButton( "Editor", function() gameState = "editor" end, true ) ) table.insert( settings, newButton( "Speed Settings", function() gameState = "speedSettings" end, true ) ) table.insert( settings, newButton( "Control Settings", function() gameState = "controlSettings" end, false ) ) table.insert( settings, newButton( "Back to Menu", function() gameState = "menu" end, false ) ) table.insert( speedParameters, newButton( "Back to Menu", function() gameState = "windowsettings" end, false ) ) --table.insert(speedParameters, newButton("Ball Speed: ", function() speedSetter('ball') end)) table.insert( playerCountButtons, newButton( "Ball Speed: ", function() speedSetter("ball") end, true ) ) --table.insert(speedParameters, newButton("snc", function() speedSetter('snc') end)) table.insert( playerCountButtons, newButton( "snc", function() speedSetter("snc") end, true ) ) table.insert( speedParameters, newButton( "NUCLEAR MODE", function() speedSetter("nuclearmod") end, true ) ) table.insert( controlSettings, newButton( "1up", function() gameState = "assign" req = "p1up" end, true ) ) table.insert( controlSettings, newButton( "1down", function() gameState = "assign" req = "p1down" end, true ) ) table.insert( controlSettings, newButton( "1special", function() gameState = "assign" req = "p1super" end, true ) ) table.insert( controlSettings, newButton( "1ct", function() gameState = "assign" req = "p1ct" end, true ) ) table.insert( controlSettings, newButton( "2up", function() gameState = "assign" req = "p2up" end, true ) ) table.insert( controlSettings, newButton( "2down", function() gameState = "assign" req = "p2down" end, true ) ) table.insert( controlSettings, newButton( "2special", function() gameState = "assign" req = "p2super" end, true ) ) table.insert( controlSettings, newButton( "2ct", function() gameState = "assign" req = "p2ct" end, true ) ) table.insert( controlSettings, newButton( "Default", function() p1control = {up = "a", down = "z", super = "s", counter = "x"} p2control = {up = ";", down = ".", super = "l", counter = ","} end, true ) ) table.insert( controlSettings, newButton( "Return", function() gameState = "windowsettings" end, false ) ) table.insert( modeSelectorButtons, newButton( "Nuclear Pong", function() gameState = "difficulty" end, false ) ) table.insert( modeSelectorButtons, newButton( "Main Menu", function() gameState = "menu" end, false ) ) table.insert( pracdiff, newButton( "Silverblade", function() speedSetter("practice") end, false ) ) table.insert( pracdiff, newButton( "Return", function() speedSetter("reset") gameState = "gameMode" end, false ) ) table.insert( pracdiff, newButton( "Go!", function() gameMode = "practice" hardmanager("practice") end, false ) ) --table.insert(playerCountButtons, newButton("1v1", function() speedSetter('pc') end)) table.insert( playerCountButtons, newButton( "ballCount", function() speedSetter("ballz") end, true ) ) table.insert( difbuttons, newButton( "ballCount", function() speedSetter("ballz") end, true ) ) table.insert( playerCountButtons, newButton( "Return", function() speedSetter("reset") gameState = "menu" end, false ) ) table.insert( playerCountButtons, newButton( "ptw", function() speedSetter("ptw") end, true ) ) table.insert( playerCountButtons, newButton( "Play", function() AGAINST_AI = 0 gameState = "1serve" globalState = "base" end, false ) ) table.insert( playerCountButtons, newButton( "Reverse Play", function() gameState = "1serve" gameMode = "reversegame" globalState = "base" end, false ) ) --table.insert(speedParameters, newButton("Ball Speed: ", function() speedSetter() end)) love.window.setTitle("NUCLEAR PONG") textphrases = { "Amazing", "Superb", "Absolutely beautiful!", "Awesome", "Look at That!", "Great", "Nice", "Boom!", "Dangerous!", "Astonishing!", "u/ebernerd saved me", "Absolutely Wonderful!", "Exsquisite", "Delicate", "Pow!", "Great Hit", "all hail nazarbayev" } sounds = { ["updateMusic"] = love.audio.newSource("audio/theme1.mp3", "static"), ["gayTheme"] = love.audio.newSource("audio/theme2.mp3", "static"), ["gayTheme2"] = love.audio.newSource("audio/theme3.mp3", "static"), ["gayTheme3"] = love.audio.newSource("audio/theme4.mp3", "static"), ["gayTheme4"] = love.audio.newSource("audio/theme5.mp3", "static"), ["beep"] = love.audio.newSource("audio/hit1.mp3", "static"), ["wallhit"] = love.audio.newSource("audio/hit2.wav", "static"), ["win"] = love.audio.newSource("win.wav", "static"), ["score"] = love.audio.newSource("audio/score.wav", "static"), ["nuke"] = love.audio.newSource("audio/bomb.wav", "static"), ["striking"] = love.audio.newSource("audio/superhit.wav", "static"), ["nuclearhit"] = love.audio.newSource("audio/hit1.mp3", "static"), ["time"] = love.audio.newSource("audio/time.wav", "static") } love.graphics.setDefaultFilter("nearest", "nearest") --comic sans lmao math.randomseed(os.time()) smallfont = love.graphics.newFont("font.ttf", 25) scorefont = love.graphics.newFont("font.ttf", 60) love.graphics.setFont(smallfont) --push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, { -- fullscreen = isFullscreen, -- resizable = true, -- vsync = true, --}) love.window.setVSync( 0 ) player1score = 0 player2score = 0 areanuclear = 0 player1nukescore = 0 player2nukescore = 0 striken = 0 soundtype = 1 soundturn = 1 potentialstrike1 = 0 potentialstrike2 = 0 potentialnuke1 = 0 potentialnuke2 = 0 player1striken = 0 player2striken = 0 randomtext = 0 selecting = 0 number = 0 elec = 1 INDIC = { "", "", "", "" } --playe1nuke player1 = paddle(0, 30, 10, 100, 1) player2 = paddle(VIRTUAL_WIDTH * 0.99, VIRTUAL_HEIGHT * 0.88, 10, 100, 2) player3 = paddle(5000, 5000, 10, 100) player4 = paddle(5000, 5000, 10, 100) ball = {} explosions = {} ball[1] = eball(VIRTUAL_WIDTH / 2, VIRTUAL_HEIGHT / 2 - 2, 16, 16) ball[2] = eball(VIRTUAL_WIDTH / 1.9, VIRTUAL_HEIGHT / 2 - 2, 16, 16) ball[3] = eball(VIRTUAL_WIDTH / 1.8, VIRTUAL_HEIGHT / 2 - 2, 16, 16) ball[4] = eball(VIRTUAL_WIDTH / 2.2, VIRTUAL_HEIGHT / 2 - 2, 16, 16) ball[5] = eball(VIRTUAL_WIDTH / 2.1, VIRTUAL_HEIGHT / 2 - 2, 16, 16) myscreen = fullScreener(RESOLUTION_SET, isFullscreen, DIFFERENCE_X, DIFFERENCE_Y, OFFSET_X, OFFSET_Y) if isAndroid then myscreen:toggle(VIRTUAL_HEIGHT, VIRTUAL_WIDTH) DIFFERENCE_X = myscreen.c DIFFERENCE_Y = myscreen.d OFFSET_X = myscreen.e OFFSET_Y = myscreen.f end mymenu = mainMenu() ballSpeed = 200 background_scroll_speed = ballSpeed / 20 background_scroll_speed = ballSpeed / 20 ballDX = math.random(2) == 1 and 100 or -100 ballDY = math.random(-50, 50) gameState = "animation" end t = 0 shakeDuration = 0 shakeMagnitude = 1 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(globalState .. " " .. gameState .. " " .. paddle_SPEED .. " " .. p1bonus .. " " .. player1.dy) if love.keyboard.isDown("space") then player1nukescore = 200 player1score = player1score + 0.2 player2nukescore = 200 end end function speedControl() if (ballSpeed > maxspeed and gameState == "play") then ballSpeed = maxspeed background_scroll_speed = ballSpeed / 20 end end checking = 0 local countinglowcpu = 0 function love.update(dt) --checking = checking + 1 --print(checking) --print("IMPORTANT!!!!!" .. globalState .. gameState) if globalMessage ~= "none" then globalMessageTime = globalMessageTime + dt if globalMessageTime > 10 then globalMessage = "none" end end if not lowcpu then if (love.timer.getFPS() < 50 and gameState ~= "animation") then countinglowcpu = countinglowcpu + 1 if countinglowcpu > 30 then lowcpu = true globalMessage = "[color=#00ff00][bounce]Low-end mode enabled[/bounce][/color]" end end end for i, explosion in ipairs(explosions) do explosion:update(dt) end staticanimatorcounter(dt) player1.goal = -1 player2.goal = -1 if gameState == "chooseIP" then checkCurrentServer(dt) end if debug then displayFPS() --print(player2.y .. " " .. player2.goal .. " " .. player2.dy .. " " .. AI_SPEED .. " " .. paddle_SPEED .. " " .. lastSentKeyClient) end if globalState == "base" and not paused then basegame(dt) end if globalState == "menu" then debugCheck(dt) if gameState ~= "animation" then menuDemo(dt) end end if gameState ~= "animation" then musicController('norm', 1) end if globalState == "nettest" then --print("Confcode: " .. confirmation) if confirmation == "N" then basegame(dt) end nettest(dt) end if globalState == "selfhost" then --print("Confcode: " .. confirmation) if confirmation == "N" then globalState = "nettest" basegame(dt) end globalState = "selfhost" selfHost(dt) IP = "127.0.0.1" end if globalState == "clienttest" then ts = ts + dt if confirmation == "N" then lastSentKeyP1 = lastSentKeyClient clientsBaseGame(dt) end clienttest(dt) end end serverinit = false dserverinit = false datawaspassedtimer = 0 clientinit = false function love.textinput(t) if gameState == "chooseIP" then IPnew = IPnew .. t end end function nettest(dt) --print("nettest running") if serverinit == false then local socket = require "socket" local address, port = IP, 12345 --print(address) udp = socket.udp() udp:setpeername(address, port) udp:settimeout(0) serverinit = true end if isAndroid then if table.empty(touches) then lastSentKey = "g" end end for i = 1, maxBalls do ts = ts + dt if ts > updaterate then udp:send(tostring(lastSentKey) .. '|' .. tostring(ball[1].dy) .. '|' .. tostring(player2.y) .. '|' .. tostring(player1.y) .. '|' .. tostring(player1score) .. '|' .. tostring(player2score) .. '|' .. tostring(player1nukescore) .. '|' .. tostring(player2nukescore) .. '|' .. tostring(ball[1].x) .. '|' .. tostring(ball[1].y) .. '|' .. gameState .. '|' .. tostring(ball[1].dx) .. '|' .. tostring(ballSpeed) .. '|' .. tostring(paddle_SPEED) .. '|' .. tostring(player1striken) .. '|' .. tostring(areanuclear) .. "|HOST") ts = 0 end end local data local datanumtest = 0 local datawaspassed = false repeat datanumtest = datanumtest + 1 --print("LATENCY: " .. tostring(datanumtest)) data = udp:receive() if data then datawaspassed = true --print("ReceivedINFO: " .. data) confirmation = "N" local p = split(data, '|') if p[17] then if tonumber(p[18]) > 90 then confirmation = "L" end if p[17] ~= "CLIENT" then confirmation = "U" end elseif p[1] == "RESPONSE" then if p[2] == "1" then elseif p[2] == "2" then elseif p[2] == "3" then end else confirmation = "U" end if p[17] then if ball[1].disabled and ball[1].x > 20 and ball[1].x < VIRTUAL_WIDTH - 20 then ball[1].disabled = false --print("illegal disabling") end if gameState ~= "1serve" then if (ball[1].x > VIRTUAL_WIDTH/2) then if tonumber(p[9]) > VIRTUAL_WIDTH/2 then die = tonumber(p[2]) lastSentKeyClient, ball[1].dy, player2.y, player1score, player2score, player1nukescore, player2nukescore, ball[1].x, ball[1].y, gameState, ball[1].dx, ballSpeed, paddle_SPEED, player2striken, areanuclear = p[1], die, tonumber(p[4]), tonumber(p[5]), tonumber(p[6]), tonumber(p[7]), tonumber(p[8]), tonumber(p[9]), tonumber(p[10]), p[11], tonumber(p[12]), tonumber(p[13]), tonumber(p[14]), tonumber(p[15]), tonumber(p[16]) --print("ACCEPTED") else --print("DECLINED") end else if tonumber(p[9]) > VIRTUAL_WIDTH/2 then die = tonumber(p[2]) lastSentKeyClient, ball[1].dy, player2.y, player1score, player2score, player1nukescore, player2nukescore, ball[1].x, ball[1].y, gameState, ball[1].dx, ballSpeed, paddle_SPEED, player2striken, areanuclear = p[1], die, tonumber(p[4]), tonumber(p[5]), tonumber(p[6]), tonumber(p[7]), tonumber(p[8]), tonumber(p[9]), tonumber(p[10]), p[11], tonumber(p[12]), tonumber(p[13]), tonumber(p[14]), tonumber(p[15]), tonumber(p[16]) --print("ACCEPTED") else --print("ENFORCED" .. ball[1].x .. " " .. ball[1].dx) lastSentKeyClient = p[1] player2striken = tonumber(p[15]) player2.y = tonumber(p[4]) end end end end end until not data if not datawaspassed then datawaspassedtimer = datawaspassedtimer + 1 if datawaspassedtimer > 15 then confirmation = "D" datawaspassedtimer = 0 end else datawaspassedtimer = 0 end end function clienttest(dt) if clientinit == false then local socket = require "socket" local address, port = IP, 12345 udp = socket.udp() udp:setpeername(address, port) udp:settimeout(0) clientinit = true end if isAndroid then if table.empty(touches) then lastSentKey = "g" end end ts = ts + dt if ts > updaterate then udp:send(tostring(lastSentKey) .. '|' .. tostring(ball[1].dy) .. '|' .. tostring(player1.y) .. '|' .. tostring(player2.y) .. '|' .. tostring(player1score) .. '|' .. tostring(player2score) .. '|' .. tostring(player1nukescore) .. '|' .. tostring(player2nukescore) .. '|' .. tostring(ball[1].x) .. '|' .. tostring(ball[1].y) .. '|' .. gameState .. '|' .. tostring(ball[1].dx) .. '|' .. tostring(ballSpeed) .. '|' .. tostring(paddle_SPEED) .. '|' .. tostring(player2striken) .. '|' .. tostring(areanuclear) .. "|CLIENT") ts = 0 end local data local datanumtest = 0 local datawaspassed = false repeat datanumtest = datanumtest + 1 --print("LATENCY: " .. tostring(datanumtest)) data = udp:receive() if data then --print("RECEIVED DATA: " .. data) datawaspassed = true --print("SENT TO SERVER:" .. lastSentKey) confirmation = "N" local p = split(data, '|') if p[17] then if p[17] ~= "HOST" then confirmation = "U" end if tonumber(p[18]) > 90 then confirmation = "L" end for i = 1, maxBalls do local die = tonumber(p[2]) if (ball[i].x <= VIRTUAL_WIDTH/2) then if tonumber(p[9]) <= VIRTUAL_WIDTH/2 then lastSentKeyClient, ball[i].dy, player1.y, player1score, player2score, player1nukescore, player2nukescore, ball[i].x, ball[i].y, gameState, ball[i].dx, ballSpeed, paddle_SPEED, player1striken, areanuclear = p[1], die, tonumber(p[4]), tonumber(p[5]), tonumber(p[6]), tonumber(p[7]), tonumber(p[8]), tonumber(p[9]), tonumber(p[10]), p[11], tonumber(p[12]), tonumber(p[13]), tonumber(p[14]), tonumber(p[15]), tonumber(p[16]) --print("ACCEPTED") else --print("DECLINED") end else if tonumber(p[9]) <= VIRTUAL_WIDTH/2 then lastSentKeyClient, ball[i].dy, player1.y, player1score, player2score, player1nukescore, player2nukescore, ball[i].x, ball[i].y, gameState, ball[i].dx, ballSpeed, paddle_SPEED, player1striken, areanuclear = p[1], die, tonumber(p[4]), tonumber(p[5]), tonumber(p[6]), tonumber(p[7]), tonumber(p[8]), tonumber(p[9]), tonumber(p[10]), p[11], tonumber(p[12]), tonumber(p[13]), tonumber(p[14]), tonumber(p[15]), tonumber(p[16]) --print("REROUTED") else lastSentKeyClient = p[1] player1.y = tonumber(p[4]) player1striken = tonumber(p[15]) --print("ENFORCED") end end end else confirmation = "U" end end --print("GOT: " .. lastSentKeyClient) until not data if not datawaspassed then datawaspassedtimer = datawaspassedtimer + 1 if datawaspassedtimer > 15 then confirmation = "D" datawaspassedtimer = 0 end else datawaspassedtimer = 0 end end function wallbreaker(x, y) if (gameState == "editor") then for i, wall in ipairs(walls) do if math.abs(wall.wallx - x) < 10 and math.abs(wall.wally - y) < 10 then table.remove(walls, i) end end end end function hardmanager(diff) selecting = 1 if (diff == "easy") then INDIC[1] = ">" AGAINST_AI = 1 AI_SPEED = ballSet AI_STRIKEMOD = 100 AI_NUKEMOD = 1000 AI_LEVEL = 350 difficultyl = 200 selecting = 0 gameState = "1serve" globalState = "base" end if (diff == "normal") then INDIC[2] = ">" AI_SPEED = ballSet AI_LEVEL = 500 AI_NUKEMOD = 250 AI_STRIKEMOD = 60 AGAINST_AI = 1 difficultyl = 300 selecting = 0 gameState = "1serve" globalState = "base" end if (diff == "hard") then INDIC[3] = ">" AI_SPEED = ballSpeed * 1.1 + 50 AI_LEVEL = 700 AI_NUKEMOD = 200 AI_STRIKEMOD = 20 selecting = 0 difficultyl = 350 AGAINST_AI = 1 gameState = "1serve" globalState = "base" end if (diff == "smart") then INDIC[3] = ">" AI_SPEED = ballSpeed * 1.1 + 50 AI_LEVEL = 1500 AI_NUKEMOD = 200 AI_STRIKEMOD = 20 selecting = 0 difficultyl = 350 AGAINST_AI = 1 gameState = "1serve" globalState = "base" end if (diff == "practice") then INDIC[3] = ">" AI_SPEED = ballSpeed * 500 + 50 AI_LEVEL = 700 AI_NUKEMOD = 9000000000 AI_STRIKEMOD = 90000000 selecting = 0 difficultyl = 350 AGAINST_AI = 1 gameState = "base" end end function dangerChecker() --CHECK IF CONTROLS ARE DUPLICATING if (p1control.up == p1control.down) then danger = "1up" danger2 = "1down" elseif (p1control.up == p1control.super) then danger = "1up" danger2 = "1special" elseif (p1control.up == p1control.counter) then danger = "1up" danger2 = "1ct" elseif (p1control.down == p1control.super) then danger = "1down" danger2 = "1special" elseif (p1control.down == p1control.counter) then danger = "1ct" danger2 = "1down" elseif (p1control.super == p1control.counter) then danger = "1special" danger2 = "1ct" elseif (p2control.down == p2control.up) then danger = "2down" danger2 = "2up" elseif (p2control.down == p2control.super) then danger = "2down" danger2 = "2special" elseif (p2control.down == p2control.counter) then danger = "2down" danger2 = "2ct" elseif (p2control.up == p2control.super) then danger = "2up" danger2 = "2special" elseif (p2control.up == p2control.counter) then danger = "2ct" danger2 = "2up" elseif (p2control.super == p2control.counter) then danger = "2special" danger2 = "2ct" else danger = "none" danger2 = "none" end end function love.keypressed(key) if not isAndroid then lastSentKey = key end if gameState == "chooseIP" then if key == "backspace" then -- get the byte offset to the last UTF-8 character in the string. local byteoffset = utf8.offset(IPnew, -1) if byteoffset then -- remove the last UTF-8 character. -- string.sub operates on bytes rather than UTF-8 characters, so we couldn't do string.sub(text, 1, -2). IPnew = string.sub(IPnew, 1, byteoffset - 1) end end end if gameState == "assign" then if (req == "p1up") then p1control.up = key currentKey = key --love.window.setTitle(key) gameState = "controlSettings" end if (req == "p2up") then p2control.up = key currentKey = key --love.window.setTitle(key) gameState = "controlSettings" end if (req == "p1down") then p1control.down = key currentKey = key --love.window.setTitle(key) gameState = "controlSettings" end if (req == "p2down") then p2control.down = key currentKey = key -- love.window.setTitle(key) gameState = "controlSettings" end if (req == "p1super") then p1control.super = key currentKey = key -- love.window.setTitle(key) gameState = "controlSettings" end if (req == "p2super") then p2control.super = key currentKey = key -- love.window.setTitle(key) gameState = "controlSettings" end if (req == "p1ct") then p1control.counter = key currentKey = key -- love.window.setTitle(key) gameState = "controlSettings" end if (req == "p2ct") then p2control.counter = key currentKey = key --love.window.setTitle(key) gameState = "controlSettings" end end if key == "escape" then if not isAndroid and globalState == "base" and gameState ~= "done" then if paused then paused = false TEXT = "Let's Continue" else paused = true TEXT = "PAUSED" end end elseif key == "enter" or key == "return" then if gameState == "start" then resettinggenius() gameState = "menu" ball[1].dx = 1 ball[1].dy = 1 globalState = "menu" hardmanager() elseif (gameState == "done") then if (player1score > player2score) then gameState = "2serve" potentialnuke1 = 0 potentialnuke2 = 0 striken = 0 if (nuckemodactive == 0) then areanuclear = 0 nuclearanimation = 3 end potentialstrike1 = 0 potentialstrike2 = 0 player1nukescore = 0 player2nukescore = 0 else gameState = "1serve" resettinggenius() for i = 1, maxBalls do ball[i]:reset(i, 1) end end else gameState = "menu" ball[1].dx = 1 ball[1].dy = 1 globalState = "menu" if (love.math.random(0, 20) == 1) then TEXT = "Nuclear Ching Chong" else TEXT = "Nuclear Pong" end resettinggenius() for i = 1, maxBalls do ball[i]:reset(i) end end end end function love.keyreleased(key) currentKey = " " if lastSentKey == key and not isAndroid then lastSentKey = "g" end end function speedSetter(requesttype) if (requesttype == "ball") then if (ballSet > 550) then ballSet = 0 paddle_SPEED = 0 else ballSet = ballSet + 50 paddle_SPEED = paddle_SPEED + 5 end ballSpeed = ballSet background_scroll_speed = ballSpeed / 20 end if (requesttype == "snc") then synctype = synctype + 1 if (synctype > 1) then synctype = 0 end if synctype == 0 then synctext = "Independent" end if synctype == 1 then synctext = "Synchronised" end end if (requesttype == "nuclearmod") then nuckemodactive = nuckemodactive + 1 if (nuckemodactive > 1) then nuckemodactive = 0 end if (nuckemodactive == 0) then areanuclear = 0 nuclearanimation = 3 ballSet = 200 TEXT = "Nuclear Pong" synctype = 0 maxspeed = 700 synctext = "Independent" paddle_SPEED = ballSet AI_SPEED = ballSet end if (nuckemodactive == 1) then areanuclear = 1 ballSet = 2000 maxspeed = 2000 paddle_SPEED = ballSet AI_SPEED = ballSet synctext = "death is imminent" end ballSpeed = ballSet background_scroll_speed = ballSpeed / 20 end if (requesttype == "practice") then if (ballSpeed > 999) then ballSpeed = 200 background_scroll_speed = ballSpeed / 20 ballSet = 200 end if (ballSpeed > 799) then prtext = "Insane" maxBalls = 5 elseif ballSpeed > 599 then prtext = "Hard" maxBalls = 4 elseif ballSpeed > 399 then prtext = "Normal" maxBalls = 3 elseif ballSpeed > 199 then prtext = "Easy" maxBalls = 3 end ballSpeed = ballSpeed + 200 background_scroll_speed = ballSpeed / 20 ballSet = ballSet + 200 end if (requesttype == "reset") then ballSpeed = 200 background_scroll_speed = ballSpeed / 20 ballSet = 200 synctype = 0 prtext = "Easy" maxBalls = 1 end if (requesttype == "pc") then if (playerCount == 2) then playerCount = 1 playertext = "1v1" elseif (playerCount == 1) then playerCount = playerCount + 1 player3.x = player1.x + VIRTUAL_WIDTH / 2 player3.y = player3.y playertext = "2v2" end end if (requesttype == "ballz") then if (maxBalls > 1) then --love.window.setTitle("more than 4") maxBalls = 1 else maxBalls = maxBalls + 1 end end if requesttype == "ptw" then if ptw == 10 then ptw = 1 else ptw = ptw + 1 end end end function gameModeChanger() if (gameState == "gameMode") then local button_width = VIRTUAL_WIDTH * (1 / 3) local BUTTON_HEIGHT = 50 local margin = 20 local hot = false local cursor_y = 0 local total_height = (BUTTON_HEIGHT + margin) * #buttons for i, button in ipairs(modeSelectorButtons) do button.last = button.now local bx = (VIRTUAL_WIDTH * 0.5) - (button_width * 0.5) local by = (VIRTUAL_HEIGHT * 0.5) - (total_height * 0.5) + cursor_y local color = {255, 255, 255, 255} local mx, my = love.mouse.getPosition() mx = mx my = my mx = mx * DIFFERENCE_X my = my * DIFFERENCE_Y hot = (mx > bx and mx < bx + button_width and my > by and my < by + 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", bx, by, button_width, 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 * 0.5 - textW * 0.5, by + textH * 0.5) love.graphics.setColor(255, 255, 255, 255) cursor_y = cursor_y + (BUTTON_HEIGHT + margin) end end if (gameState == "multiMode") then local button_width = VIRTUAL_WIDTH * (1 / 3) local BUTTON_HEIGHT = 50 local margin = 20 local hot = false local cursor_y = 0 local total_height = (BUTTON_HEIGHT + margin) * #buttons for i, button in ipairs(playerCountButtons) do button.last = button.now local bx = (VIRTUAL_WIDTH * 0.5) - (button_width * 0.5) local by = (VIRTUAL_HEIGHT * 0.3) - (total_height * 0.5) + cursor_y if (button.text == "Play") then by = by + by / 1.8 end local color = {255, 255, 255, 255} local mx, my = love.mouse.getPosition() mx = mx my = my mx = mx * DIFFERENCE_X my = my * DIFFERENCE_Y hot = (mx > bx and mx < bx + button_width and my > by and my < by + BUTTON_HEIGHT) and i if (hot == i) then if (button.text == "Play") then color = {0 / 255, 255 / 255, 0 / 255, 255} else color = {10, 10, 0, 255} end 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() if button.text == "Ball Speed: " and nuckemodactive == 1 then else button.fn() end end love.graphics.setColor(unpack(color)) love.graphics.rectangle("fill", bx, by, button_width, BUTTON_HEIGHT) love.graphics.setColor(0, 0, 0, 255) local textW = smallfont:getWidth(button.text) local textH = smallfont:getHeight(button.text) if (button.text == "1v1") then love.graphics.print(playertext, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5) elseif button.text == "snc" then if (nuckemodactive == 1) then love.graphics.setColor(1, 0, 0, 1) love.graphics.print(synctext, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5) love.graphics.setColor(1, 1, 1, 1) love.graphics.print(synctext, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5) love.graphics.setColor(0, 0, 0, 1) else -- love.graphics.print(synctext, smallfont, VIRTUAL_WIDTH * 0.45 - textW * 0.5, by + textH * 0.5) end elseif (button.text == "ballCount") then love.graphics.print( "Ball Count: " .. maxBalls, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5 ) elseif (button.text == "Ball Speed: ") then if (nuckemodactive == 1) then love.graphics.setColor(1, 0, 0, 1) love.graphics.print( "shaitan machina", smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5 ) love.graphics.setColor(1, 1, 1, 1) love.graphics.print( "shaitan machina", smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5 ) love.graphics.setColor(0, 0, 0, 1) else love.graphics.print( button.text .. ballSet, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5 ) end elseif button.text == "ptw" then love.graphics.print( "Points to Win: " .. ptw, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 1.5, by + textH * 0.5 ) else love.graphics.print(button.text, smallfont, VIRTUAL_WIDTH * 0.5 - textW * 0.5, by + textH * 0.5) end love.graphics.setColor(255, 255, 255, 255) cursor_y = cursor_y + (BUTTON_HEIGHT + margin) end end end function love.draw(dt) simpleScale.set() if globalState == "selfhost" then globalState = "nettest" baseDraw() globalState = "selfhost" else baseDraw() end if (globalState == "nettest" or globalState == "clienttest" or globalState == "selfhost") and confirmation == "D" then love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255) love.graphics.printf("WAIT FOR OPPONENT", 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center") end if (globalState == "nettest" or globalState == "clienttest" or globalState == "selfhost") and confirmation == "U" then love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255) love.graphics.printf("LOBBY FULL OR WRONG MODE CHOSEN", 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center") end if (globalState == "nettest" or globalState == "clienttest" or globalState == "selfhost") and confirmation == "L" then love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255) love.graphics.printf("POOR CONNECTION TO SERVER", 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center") end if (globalState == "nettest" or globalState == "clienttest" or globalState == "selfhost") and confirmation == "S" then love.graphics.clear(50 / 255, 50 / 255, 50 / 255, 255) love.graphics.printf("INTERNAL SERVER WAITING", 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center") love.graphics.printf(myip, 0, VIRTUAL_HEIGHT / 2 + 120, VIRTUAL_WIDTH, "center") end if isAndroid then androidDraw() love.keyboard.mouseisReleased = false end if debug then if touches then for i, touch in ipairs(touches) do love.graphics.printf(touch.x, 0, VIRTUAL_HEIGHT / 2, VIRTUAL_WIDTH, "center") end end end showMessage() 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 --Check if controls are duplicating function controllerSer() for i = 1, maxBalls do if (ball[i].dy == 0) then hitNum[i] = hitNum[i] + 1 if hitNum[i] >= 10 then ball[i].dy = 1 hitNum[i] = 0 end else hitNum[i] = 0 end end end function palleteController() --!!!!LEGACY CODE, MIGRATED TO Paddle.lua!!!! if (areanuclear == 0) then player1.RED = 1 player1.GREEN = 1 player1.BLUE = 1 end if (areanuclear == 0) then player2.RED = 1 player2.GREEN = 1 player2.BLUE = 1 end if (areanuclear == 1) then player1.RED = 0 player1.GREEN = 0 player1.BLUE = 0 end if (areanuclear == 1) then player2.RED = 0 player2.GREEN = 0 player2.BLUE = 0 end end function love.wheelmoved(x, y) if (y < 0 and wall1width > 0) then wall1width = wall1width - 5 elseif y > 0 and wall1width < 900 then wall1width = wall1width + 5 end 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 if isAndroid then TEXT = "PLAYER 1, serve!(double-click)" else TEXT = "PLAYER 1, serve!(q)" end end if ((globalState ~= "clienttest" and love.keyboard.isDown("q")) or (globalState == "clienttest" and lastSentKeyP1 == "q") or doubleclick1) then TEXT = "Lets Begin!" doubleclick1 = false ball_DIR = 1 if maxBalls == 1 then ball[1]:reset(1, 1) else for i = 1, maxBalls do ball[i]:reset(i) end end gameState = "play" end end if (gameState == "2serve") then if (gameMode ~= "practice") then if isAndroid then TEXT = "PLAYER 2, serve!(double-click)" else TEXT = "PLAYER 2, serve!(p)" end end if (AGAINST_AI == 1) then TEXT = "" doubleclick2 = false ball_DIR = -1 if maxBalls == 1 then ball[2]:reset(i, 2) else for i = 1, maxBalls do ball[i]:reset(i) end end gameState = "play" end if (((globalState == "nettest" and lastSentKeyClient == "p") or ((globalState ~= "nettest") and love.keyboard.isDown("p")) or doubleclick2)and AGAINST_AI == 0) then TEXT = "Lets Begin" doubleclick2 = false ball_DIR = -1 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" end end end function mapChanger() 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 RESOLUTION_SET = 0 end if (RESOLUTION_SET == 0) then if (isFullscreen == 1) then DIFFERENCE_X = 1 DIFFERENCE_Y = 1 OFFSET_X = 0 OFFSET_Y = 0 simpleScale.updateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, {fullscreen = false}) isFullscreen = 0 end end if (RESOLUTION_SET == 1) then if (isFullscreen == 0) then simpleScale.updateWindow(WINDOW_WIDTH, WINDOW_HEIGHT, {fullscreen = true}) local newWidth = love.graphics.getWidth() local newHeight = love.graphics.getHeight() DIFFERENCE_X = VIRTUAL_WIDTH / newWidth DIFFERENCE_Y = VIRTUAL_HEIGHT / newHeight OFFSET_X = math.fmod(newWidth, VIRTUAL_WIDTH) / 2 OFFSET_Y = math.fmod(newHeight, VIRTUAL_HEIGHT) / 2 isFullscreen = 1 end end end function resettinggenius() maxBalls = 1 for i = 1, maxBalls do ball[i]:reset(i) end paddle_SPEED = 200 nuclearanimation = 3 timeIsSlow = false timeIsSlow2 = false serverinit = false ts = 0 originalSpeed = 200 gameState = "menu" ball[1].dx = 1 ball_DIR = 1 ball[1].dy = 1 globalState = "menu" gameMode = "normal" player1.height = 100 player2.height = 100 ballSet = 200 ballSpeed = ballSet background_scroll_speed = ballSpeed / 20 player2.GREEN = 255 player2.BLUE = 255 player1.GREEN = 255 player1.BLUE = 255 player1score = 0 player2score = 0 potentialnuke1 = 0 potentialnuke2 = 0 striken = 0 areanuclear = 0 potentialstrike1 = 0 potentialstrike2 = 0 player1nukescore = 0 player2nukescore = 0 player1reverbav = 0 player2reverbav = 0 selecting = 0 AGAINST_AI = 0 end function love.mousereleased(x, y, button) love.keyboard.mouseisReleased = true if (gameState == "editor") then if (#walls < 1000 and button == 1 and blockinput ~= true) then table.insert(walls, newWall((x ) * DIFFERENCE_Y , (y ) * DIFFERENCE_Y , 10, wall1width)) end end end function ballsAlive() for i = 1, maxBalls do if ball[i].disabled == false then --print("Ball " .. i .. " is not disabled") return true end end return false end function split(s, delimiter) result = {} for match in (s..delimiter):gmatch("(.-)"..delimiter) do table.insert(result, match) end return result end address, port = IP, 12345 function checkCurrentServer(dt) if GetIPType(IP) ~= 1 then status = "offline" end if GetIPType(IP) == 1 then if dserverinit == false then --print("Switching IP") socket = require "socket" address, port = IP, 12345 --print(address) udp = socket.udp() udp:setpeername(address, port) udp:settimeout(0) dserverinit = true end if IP ~= address then dserverinit = false--print(IP .. " doesnt equal " .. address) else ts = ts + dt --print(ts) if ts > checkrate then status = "offline" --print("sent ping") udp:send("HELLO") local data data = udp:receive() if data then --print("got answer!") local p = split(data, '|') status = p[1] print("answer is " .. status) else print("no response!") end ts = 0 end end end end local gts = 0 hostinit = false player1ip = "127.0.0.1" player1port = "12345" player2ip = "none" player2port = nil local p1ping = 0 local p2ping = 0 local requesterip local requresterport function selfHost(dt) --print("Server running") if not hostinit then local socket = require('socket') udp = socket.udp() udp:setsockname('*', 12345) udp:settimeout(0) local s = socket.udp() s:setpeername("74.125.115.104",80) myip, _ = s:getsockname() hostinit = true else gts = gts + dt if gts > 0.015 then local data, msg_or_ip, port_or_nil local p1data, p2data if table.empty(touches) then lastSentKey = "g" end repeat data, msg_or_ip, port_or_nil = udp:receivefrom() if data then if data == "HELLO" then --print("getting pinged") requesterip = msg_or_ip requesterport = port_or_nil else --print(string.sub(data,1,1) .. "Playerlist: " .. player1ip .. " " .. player2ip) if player2ip == msg_or_ip then p2data = data .. '|' .. p2ping p2ping = 0 else if player2ip == "none" and msg_or_ip ~= player1ip then player2ip = msg_or_ip p2data = data .. '|' .. p2ping 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 end if player2ip == "none" then confirmation = "S" else --print("Player2: " .. player2ip) p2ping = p2ping + 1 if p2ping > 100 then for i = 1, maxBalls do ts = ts + dt if ts > updaterate then udp:sendto(tostring(lastSentKey) .. '|' .. tostring(ball[1].dy) .. '|' .. tostring(player2.y) .. '|' .. tostring(player1.y) .. '|' .. tostring(player1score) .. '|' .. tostring(player2score) .. '|' .. tostring(player1nukescore) .. '|' .. tostring(player2nukescore) .. '|' .. tostring(ball[1].x) .. '|' .. tostring(ball[1].y) .. '|' .. gameState .. '|' .. tostring(ball[1].dx) .. '|' .. tostring(ballSpeed) .. '|' .. tostring(paddle_SPEED) .. '|' .. tostring(player1striken) .. '|' .. tostring(areanuclear) .. "|HOST|".. p2ping, player2ip, player2port) ts = 0 end end --print("PLAYER 2 DISCONNECTED") p2data = nil player2ip = "none" player2port = nil end end if player2port then for i = 1, maxBalls do ts = ts + dt if ts > updaterate then udp:sendto(tostring(lastSentKey) .. '|' .. tostring(ball[1].dy) .. '|' .. tostring(player2.y) .. '|' .. tostring(player1.y) .. '|' .. tostring(player1score) .. '|' .. tostring(player2score) .. '|' .. tostring(player1nukescore) .. '|' .. tostring(player2nukescore) .. '|' .. tostring(ball[1].x) .. '|' .. tostring(ball[1].y) .. '|' .. gameState .. '|' .. tostring(ball[1].dx) .. '|' .. tostring(ballSpeed) .. '|' .. tostring(paddle_SPEED) .. '|' .. tostring(player1striken) .. '|' .. tostring(areanuclear) .. "|HOST|".. p2ping, player2ip, player2port) ts = 0 end end --print("SENT TO " .. player2ip .. ":" .. player2port .. " : " ..lastSentKey) end local datanumtest = 0 local datawaspassed = false if p2data and player1port then datawaspassed = true --print("ReceivedINFO: " .. p2data) confirmation = "N" local p = split(p2data, '|') if p[17] then if tonumber(p[18]) > 90 then confirmation = "L" end if p[17] ~= "CLIENT" then confirmation = "U" end elseif p[1] == "RESPONSE" then if p[2] == "1" then elseif p[2] == "2" then elseif p[2] == "3" then end else confirmation = "U" end if p[17] then if ball[1].disabled and ball[1].x > 20 and ball[1].x < VIRTUAL_WIDTH - 20 then ball[1].disabled = false --print("illegal disabling") end if gameState ~= "1serve" then if (ball[1].x > VIRTUAL_WIDTH/2) then if tonumber(p[9]) > VIRTUAL_WIDTH/2 then die = tonumber(p[2]) lastSentKeyClient, ball[1].dy, player2.y, player1score, player2score, player1nukescore, player2nukescore, ball[1].x, ball[1].y, gameState, ball[1].dx, ballSpeed, paddle_SPEED, player2striken, areanuclear = p[1], die, tonumber(p[4]), tonumber(p[5]), tonumber(p[6]), tonumber(p[7]), tonumber(p[8]), tonumber(p[9]), tonumber(p[10]), p[11], tonumber(p[12]), tonumber(p[13]), tonumber(p[14]), tonumber(p[15]), tonumber(p[16]) --print("ACCEPTED") else --print("DECLINED") end else if tonumber(p[9]) > VIRTUAL_WIDTH/2 then die = tonumber(p[2]) lastSentKeyClient, ball[1].dy, player2.y, player1score, player2score, player1nukescore, player2nukescore, ball[1].x, ball[1].y, gameState, ball[1].dx, ballSpeed, paddle_SPEED, player2striken, areanuclear = p[1], die, tonumber(p[4]), tonumber(p[5]), tonumber(p[6]), tonumber(p[7]), tonumber(p[8]), tonumber(p[9]), tonumber(p[10]), p[11], tonumber(p[12]), tonumber(p[13]), tonumber(p[14]), tonumber(p[15]), tonumber(p[16]) --print("ACCEPTED") else --print("ENFORCED" .. ball[1].x .. " " .. ball[1].dx) lastSentKeyClient = p[1] player2.y = tonumber(p[4]) player2striken = tonumber(p[15]) end end end end --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 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 gts = 0 end end end local lastclick = 0 local clickInterval = 0.4 function love.touchpressed( id, x, y, dx, dy, pressure ) if isAndroid then if x < love.graphics.getWidth()-OFFSET_X/2 then actualX = (x - OFFSET_X/2) * DIFFERENCE_Y else actualX = 1380 end local existsingID = touchExists(id) if existsingID ~= -1 then touches[existsingID].x = actualX touches[existsingID].y = (y) * DIFFERENCE_Y else table.insert(touches, newTouch(id, actualX , (y) * DIFFERENCE_Y)) local time = love.timer.getTime() if actualX < VIRTUAL_WIDTH/2 then if time <= lastclick + clickInterval and actualX> 100 then doubleclick1 = true if gameState == "1serve" then lastSentKey = "q" else lastSentKey = p1control.super end else doubleclick1 = false lastclick = time end else if time <= lastclick + clickInterval and actualX < VIRTUAL_WIDTH-100 then doubleclick2 = true if gameState == "2serve" then lastSentKey = "p" else lastSentKey = p2control.super end else doubleclick2 = false lastclick = time end end end end end function love.touchreleased( id, x, y, dx, dy, pressure ) if isAndroid then if gameState == "start" then resettinggenius() gameState = "menu" ball[1].dx = 1 ball_DIR = 1 ball[1].dy = 1 globalState = "menu" hardmanager() end local existsingID = touchExists(id) if existsingID ~= -1 then table.remove(touches, existsingID) end end end function love.touchmoved( id, x, y, dx, dy, pressure ) if isAndroid then if x < love.graphics.getWidth()-OFFSET_X/2 then actualX = (x - OFFSET_X/2) * DIFFERENCE_Y else actualX = 1380 end local existsingID = touchExists(id) if existsingID ~= -1 then touches[existsingID].x = actualX touches[existsingID].y = (y ) * DIFFERENCE_Y if touches[existsingID].originalX - touches[existsingID].x > 200 and touches[existsingID].originalX < VIRTUAL_WIDTH/2 then hold1 = true lastSentKey = p1control.counter else hold1 = false end if touches[existsingID].x - touches[existsingID].originalX > 200 and touches[existsingID].originalX > VIRTUAL_WIDTH/2 then hold2 = true lastSentKey = p2control.counter else hold2 = false end end end end function touchExists(ID) for i, touch in ipairs(touches) do if touch.id == ID then return i end end return -1 end function table.empty (self) for _, _ in pairs(self) do return false end return true end function sectortouched(sector) for i, touch in ipairs(touches) do if (AGAINST_AI == 1) then if sector == 2 and touch.x < 100 and touch.y < player1.y then lastSentKey = p1control.up return true elseif sector == 2 and touch.x > VIRTUAL_WIDTH/2+10 and touch.y < player1.y then lastSentKey = p1control.up return true elseif sector == 3 and touch.x < 100 and touch.y > player1.y+player1.height*0.9 then lastSentKey = p1control.down return true elseif sector == 3 and touch.x > VIRTUAL_WIDTH/2+10 and touch.y > player1.y+player1.height*0.9 then lastSentKey = p1control.down return true end else if sector == 1 and touch.x > VIRTUAL_WIDTH-100 and touch.y < player2.y then lastSentKey = p2control.up return true elseif sector == 2 and touch.x < 100 and touch.y < player1.y then lastSentKey = p1control.up return true elseif sector == 3 and touch.x < 100 and touch.y > player1.y+player1.height*0.9 then lastSentKey = p1control.down return true elseif sector == 4 and touch.x > VIRTUAL_WIDTH-100 and touch.y > player2.y+player1.height*0.9 then lastSentKey = p2control.down return true end end end return false end function showMessage() print (globalMessage) if globalMessage ~= "none" then love.graphics.printf("Low CPU mode active", 0, VIRTUAL_WIDTH/2, VIRTUAL_HEIGHT/2, "center") end end function resetButtonX(arr) for i, buttons in ipairs(arr) do buttons.x = 1300 end end