function basegame(dt) if gameMode == "reverse" then reversegame(dt) end if player1nukescore > 300 then player1nukescore = 300 end if player2nukescore > 300 then player2nukescore = 300 end speedControl() balancer() if t < shakeDuration then t = t + dt end --print("T = " .. tostring(t)) serveBot() if gameState == 'play' then if (AGAINST_AI == 1) then AI(player2, maxBalls, AI_LEVEL) end if (love.keyboard.isDown(p1control.up)) then player1.dy = (paddle_SPEED + p1bonus) * -1 elseif (love.keyboard.isDown(p1control.down)) then player1.dy = paddle_SPEED + p1bonus else player1.dy = 0 end if (AGAINST_AI == 0) then if ((globalState ~= "nettest" and love.keyboard.isDown(p2control.up)) ) then player2.dy = (paddle_SPEED + p2bonus) * -1 elseif ((globalState ~= "nettest" and love.keyboard.isDown(p2control.down))) then player2.dy = paddle_SPEED + p2bonus elseif (globalState ~= "nettest") then player2.dy = 0 end end --print(areanuclear .. striken .. player1score .. player2score) for i = 1, maxBalls do if rules("p1hit", i) then if (areanuclear == 0 and striken == 1 and (player1score > ptw-2 or player2score > ptw-2)) then --print("Calling animation") print("AREA NUCLEAR?" .. areanuclear) superanimator("tensehit", 1) end if gameMode == "practice" then player1score = player1score + 1 end t = 0 if (ballSpeed > 200) then shakeMagnitude = ballSpeed / 200 else shakeMagnitude = 0 end shakeDuration = 1 randomtext = love.math.random(1, #textphrases) TEXT = textphrases[randomtext] soundtype = love.math.random(1, 1.2) if (player1striken == 1) then TEXT = "PLAYER 1 STRIKES" ballSpeed = ballSpeed + player1nukescore potentialnuke1 = 0 player1striken = 0 player1nukescore = 0 potentialstrike1 = 0 striken = 1 if areanuclear == 0 then sounds["striking"]:setPitch(ballSpeed / 250) sounds["striking"]:play() else sounds["nuclearhit"]:setPitch(1) sounds["nuclearhit"]:play() end print("AREA NUCLEAR?" .. areanuclear) if areanuclear == 0 then superanimator("tensehit", 1) end else if areanuclear == 0 then sounds["beep"]:setPitch(ballSpeed / 250) sounds["beep"]:play() else sounds["nuclearhit"]:setPitch(1) sounds["nuclearhit"]:play() end end if (striken == 1) then player1nukescore = player1nukescore * 1.2 if (synctype == 0) then paddle_SPEED = paddle_SPEED * 1.10 elseif (synctype == 1) then paddle_SPEED = ballSpeed / 10 end if (synctype == 0) then AI_SPEED = AI_SPEED * 1.10 end if (synctype == 1) then AI_SPEED = ballSpeed * 1.1 / 10 end ballSpeed = ballSpeed * 1.10 end player1nukescore = player1nukescore + 10 ball[i].dx = -ball[i].dx ball[i].x = player1.x + 30 if (love.keyboard.isDown(p1control.up)) then select = math.random(1, 5) if select == 1 then ball[i].dy = -1 elseif select == 2 then ball[i].dy = -1.2 elseif select == 3 then ball[i].dy = -1.5 elseif select == 4 then ball[i].dy = -1.8 elseif select == 5 then ball[i].dy = -2 end elseif love.keyboard.isDown(p1control.down) then select = math.random(1, 5) if select == 1 then ball[i].dy = 1 elseif select == 2 then ball[i].dy = 1.2 elseif select == 3 then ball[i].dy = 1.5 elseif select == 4 then ball[i].dy = 1.8 elseif select == 5 then ball[i].dy = 2 end else if ball[i].dy < 0 then select = math.random(1, 5) if select == 1 then ball[i].dy = -1 elseif select == 2 then ball[i].dy = -1.2 elseif select == 3 then ball[i].dy = -1.5 elseif select == 4 then ball[i].dy = -1.8 elseif select == 5 then ball[i].dy = -2 end else select = math.random(1, 5) if select == 1 then ball[i].dy = 1 elseif select == 2 then ball[i].dy = 1.2 elseif select == 3 then ball[i].dy = 1.5 elseif select == 4 then ball[i].dy = 1.8 elseif select == 5 then ball[i].dy = 2 end end end end if rules("p2hit", i) then --ameState = 'quickanim' t = 0 shakeDuration = 1 if (areanuclear == 0 and (striken == 1 and (player1score > ptw-2 or player2score > ptw-2))) then print("AREA NUCLEAR?" .. areanuclear) superanimator("tensehit", 2) end if (ballSpeed > 200) then shakeMagnitude = ballSpeed / 200 else shakeMagnitude = 0 end randomtext = love.math.random(1, #textphrases) TEXT = textphrases[randomtext] soundtype = love.math.random(1, 1.2) if (player2striken == 1) then TEXT = "PLAYER 2 STRIKES" ballSpeed = ballSpeed + player2nukescore striken = 1 player2striken = 0 potentialnuke2 = 0 player2nukescore = 0 potentialstrike2 = 0 print("AREA NUCLEAR?" .. areanuclear) if areanuclear == 0 then superanimator("tensehit", 2) end if areanuclear == 0 then sounds["striking"]:setPitch(ballSpeed / 250) sounds["striking"]:play() else sounds["nuclearhit"]:setPitch(1) sounds["nuclearhit"]:play() end elseif (striken == 1) then player2nukescore = player2nukescore * 1.5 if (synctype == 0) then paddle_SPEED = paddle_SPEED * 1.10 end if (synctype == 1) then paddle_SPEED = ballSpeed / 10 end if (synctype == 0) then AI_SPEED = AI_SPEED * 1.10 end if (synctype == 1) then AI_SPEED = ballSpeed * 1.1 / 10 end ballSpeed = ballSpeed * 1.10 if areanuclear == 0 then sounds["beep"]:setPitch(ballSpeed / 250) sounds["beep"]:play() else sounds["nuclearhit"]:setPitch(1) sounds["nuclearhit"]:play() end else if areanuclear == 0 then sounds["beep"]:setPitch(ballSpeed / 250) sounds["beep"]:play() else sounds["nuclearhit"]:setPitch(1) sounds["nuclearhit"]:play() end end player2nukescore = player2nukescore + 10 ball[i].dx = -ball[i].dx ball[i].x = player2.x - 30 if ((globalState ~= "nettest" and love.keyboard.isDown(p2control.up) ) or AI_SPEED < 0 or lastSentKeyClient == p2control.up) then select = math.random(1, 5) if select == 1 then ball[i].dy = -1 elseif select == 2 then ball[i].dy = -1.2 elseif select == 3 then ball[i].dy = -1.5 elseif select == 4 then ball[i].dy = -1.8 elseif select == 5 then ball[i].dy = -2 end elseif (globalState ~= "nettest" and love.keyboard.isDown(p2control.down)) or AI_SPEED > 0 or lastSentKeyClient == p2control.down then select = math.random(1, 5) if select == 1 then ball[i].dy = 1 elseif select == 2 then ball[i].dy = 1.2 elseif select == 3 then ball[i].dy = 1.5 elseif select == 4 then ball[i].dy = 1.8 elseif select == 5 then ball[i].dy = 2 end else if ball[i].dy < 0 then select = math.random(1, 5) if select == 1 then ball[i].dy = -1 elseif select == 2 then ball[i].dy = -1.2 elseif select == 3 then ball[i].dy = -1.5 elseif select == 4 then ball[i].dy = -1.8 elseif select == 5 then ball[i].dy = -2 end else select = math.random(1, 5) if select == 1 then ball[i].dy = 1 elseif select == 2 then ball[i].dy = 1.2 elseif select == 3 then ball[i].dy = 1.5 elseif select == 4 then ball[i].dy = 1.8 elseif select == 5 then ball[i].dy = 2 end end end end hitIdentifier() if ball[i].y <= 0 then soundtype = love.math.random(1, 5) sounds["wallhit"]:setPitch(ballSpeed / 250) sounds["wallhit"]:play() ball[i].y = 0 ball[i].dy = -ball[i].dy end -- -4 to account for the ball's size if ball[i].y >= VIRTUAL_HEIGHT - 40 then soundtype = love.math.random(1, 5) sounds["wallhit"]:setPitch(ballSpeed / 250) sounds["wallhit"]:play() ball[i].y = VIRTUAL_HEIGHT - 40 ball[i].dy = -ball[i].dy end --love.window.setTitle('Trying to update the ball') if timeIsSlow then if ballSpeed > originalSpeed / 3 then paddle_SPEED = 30 ballSpeed = ballSpeed / (1 + (dt * 2)) end player1nukescore = player1nukescore - (dt * 50) if player1nukescore < 1 or ball[1].dx > 0 then timeIsSlow = false player1reverbav = false ballSpeed = originalSpeed sounds["time"]:stop() paddle_SPEED = originalPaddle end end if timeIsSlow2 then if ballSpeed > originalSpeed / 3 then ballSpeed = ballSpeed / (1 + (dt * 2)) end player2nukescore = player2nukescore - (dt * 50) if player2nukescore < 1 or ball[1].dx < 0 then paddle_SPEED = 30 timeIsSlow2 = false player2reverbav = false ballSpeed = originalSpeed sounds["time"]:stop() paddle_SPEED = originalPaddle end end ball[i]:update(dt) end end goalManager() powerAvailability() player1:update(dt) player2:update(dt) end function debugCheck(dt) if (gameState == "menu") then updateTEXT = "0.7.6 Chalkboard Update" end dangerChecker() elapsed = elapsed + dt rotation = math.sin(elapsed * 2.5) * 0.7 if gameState == "assign" then controlChanger() end editor() mapChanger() end function goalManager() for i = 1, maxBalls do if (rules("p1miss", i)) then ball[i].disabled = true ball[i].x = 2000 if ballsAlive() == false then 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 end if (synctype == 1) then paddle_SPEED = ballSpeed / 10 end AI_SPEED = difficultyl / 10 for i = 1, maxBalls do ball[i]:reset(i) end if (player2score == ptw and gameMode ~= "practice") then for i = 1, maxBalls do ball[i]:reset(i) end sounds["win"]:play() gameState = "done" TEXT = "Player 2 Won!" else gameState = "1serve" serveBot() end end player2score = player2score + 1 end if (rules("p2miss", i)) then ball[i].disabled = true ball[i].x = 2000 if ballsAlive() == false then 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 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 sounds["score"]:play() player1score = player1score + 1 end end end function powerAvailability() if (player1nukescore >= 20 and player1nukescore < 140) then potentialstrike1 = 1 if (((globalState ~= "clienttest" and love.keyboard.isDown(p1control.super)) or (confirmation == "confirmed" and lastSentKeyP1 == p1control.super)) ) then player1striken = 1 player1reverbav = 0 end end if (player1nukescore >= 140) and timeIsSlow2 == false and timeIsSlow == false then player1reverbav = 1 if ((confirmation == "confirmed" and lastSentKeyP1 == p1control.counter) or (globalState ~= "clienttest" and love.keyboard.isDown(p1control.counter))) then powerControl(1, "special") end end if (player1nukescore >= 200) then potentialnuke1 = 1 if ((confirmation == "confirmed" and lastSentKeyP1 == p1control.super)or (globalState ~= "clienttest" and 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 ((globalState ~= "nettest" and love.keyboard.isDown(p2control.super)) or lastSentKeyClient == p2control.super ) then player2striken = 1 player2reverbav = 0 end end end if (player2nukescore >= 140) and timeIsSlow == false and timeIsSlow2 == false then player2reverbav = 1 if (globalState ~= "nettest" and love.keyboard.isDown(p2control.counter)) or lastSentKeyClient == 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 (((globalState ~= "nettest" and love.keyboard.isDown(p2control.super)) or lastSentKeyClient == 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 if debug then --print("Editor is active!") end local mx, my = love.mouse.getPosition() mx = mx * DIFFERENCE_X my = my * DIFFERENCE_Y 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) for i = 1, maxBalls do love.graphics.circle("fill", ball[i].x, ball[i].y, explosionRange * 100, 100) end 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 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 == "chooseIP" then mymenu:butt(gameState, VIRTUAL_WIDTH, VIRTUAL_HEIGHT, IPselect, sounds, "middle") love.graphics.printf(IP, 0, VIRTUAL_HEIGHT / 4, VIRTUAL_WIDTH, "center") 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' or globalState == 'reverse' or globalState == 'nettest' or globalState == 'clienttest' 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) elseif (potentialnuke1 == 1) then love.graphics.setColor(255, 0, 0, 255) love.graphics.print( tostring( math.floor(player1nukescore) .. "[" .. p1control.super .. "]" ), 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 .. "] [" .. p2control.counter .. "]"), VIRTUAL_WIDTH / 2 + 400, VIRTUAL_HEIGHT / 60 ) love.graphics.setColor(255, 255, 255, 255) elseif (potentialnuke2 == 1 and maxBalls > 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 + 400, 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 function rules(query, i) if query == "p1hit" then if gameMode == "normal" then return ball[i]:collides(player1) elseif gameMode == "reversegame" then return ball[i].x < 0 and ball[i].disabled == false end end if query == "p2hit" then if gameMode == "normal" then return ball[i]:collides(player2) elseif gameMode == "reversegame" then return ball[i].x > VIRTUAL_WIDTH-10 and ball[i].disabled == false end end if query == "p1miss" then if gameMode == "reversegame" then return ball[i]:collides(player1) elseif gameMode == "normal" then return ball[i].x < 0 and ball[i].disabled == false end end if query == "p2miss" then if gameMode == "reversegame" then return ball[i]:collides(player2) elseif gameMode == "normal" then return ball[i].x > VIRTUAL_WIDTH-10 and ball[i].disabled == false end end end function clientsBaseGame(dt) if confirmation == "confirmed" then player2.RED = 0 print("KEYS ARE: " .. confirmation .. " " .. lastSentKeyP1) else TEXT = "DISCONNECTED" end if gameMode == "reverse" then reversegame(dt) end if player1nukescore > 300 then player1nukescore = 300 end if player2nukescore > 300 then player2nukescore = 300 end speedControl() balancer() if t < shakeDuration then t = t + dt end if (lastSentKeyP1 == p1control.up) then player1.dy = (paddle_SPEED + p2bonus) * -1 print("moving player1 up") elseif (lastSentKeyP1 == p1control.down) then player1.dy = paddle_SPEED + p2bonus print("moving player1 down") else player1.dy = 0 -- print("stopping player") end if ((love.keyboard.isDown(p2control.up))) then player2.dy = (paddle_SPEED + p2bonus) * -1 elseif ((love.keyboard.isDown(p2control.down))) then player2.dy = paddle_SPEED + p2bonus else player2.dy = 0 end --print("T = " .. tostring(t)) serveBot() if gameState == 'play' then if (AGAINST_AI == 1) then AI(player2, maxBalls, AI_LEVEL) end --print(areanuclear .. striken .. player1score .. player2score) for i = 1, maxBalls do if rules("p1hit", i) then if (areanuclear == 0 and striken == 1 and (player1score > ptw-2 or player2score > ptw-2)) then --print("Calling animation") superanimator("tensehit", 1) print("AREA NUCLEAR?" .. areanuclear) end if gameMode == "practice" then player1score = player1score + 1 end t = 0 if (ballSpeed > 200) then shakeMagnitude = ballSpeed / 200 else shakeMagnitude = 0 end shakeDuration = 1 randomtext = love.math.random(1, #textphrases) TEXT = textphrases[randomtext] soundtype = love.math.random(1, 1.2) if (player1striken == 1) then TEXT = "PLAYER 1 STRIKES" ballSpeed = ballSpeed + player1nukescore potentialnuke1 = 0 player1striken = 0 player1nukescore = 0 potentialstrike1 = 0 striken = 1 if areanuclear == 0 then sounds["striking"]:setPitch(ballSpeed / 250) sounds["striking"]:play() else sounds["nuclearhit"]:setPitch(1) sounds["nuclearhit"]:play() end if areanuclear == 0 then superanimator("tensehit", 1) end else if areanuclear == 0 then sounds["beep"]:setPitch(ballSpeed / 250) sounds["beep"]:play() else sounds["nuclearhit"]:setPitch(1) sounds["nuclearhit"]:play() end end if (striken == 1) then player1nukescore = player1nukescore * 1.2 if (synctype == 0) then paddle_SPEED = paddle_SPEED * 1.10 elseif (synctype == 1) then paddle_SPEED = ballSpeed / 10 end if (synctype == 0) then AI_SPEED = AI_SPEED * 1.10 end if (synctype == 1) then AI_SPEED = ballSpeed * 1.1 / 10 end ballSpeed = ballSpeed * 1.10 end player1nukescore = player1nukescore + 10 ball[i].dx = -ball[i].dx ball[i].x = player1.x + 30 end if rules("p2hit", i) then --ameState = 'quickanim' t = 0 shakeDuration = 1 if (areanuclear == 0 and (striken == 1 and (player1score > ptw-2 or player2score > ptw-2))) then print("AREA NUCLEAR?" .. areanuclear) superanimator("tensehit", 2) end if (ballSpeed > 200) then shakeMagnitude = ballSpeed / 200 else shakeMagnitude = 0 end randomtext = love.math.random(1, #textphrases) TEXT = textphrases[randomtext] soundtype = love.math.random(1, 1.2) if (player2striken == 1) then TEXT = "PLAYER 2 STRIKES" ballSpeed = ballSpeed + player2nukescore striken = 1 player2striken = 0 potentialnuke2 = 0 player2nukescore = 0 potentialstrike2 = 0 print("AREA NUCLEAR?" .. areanuclear) if areanuclear == 0 then superanimator("tensehit", 2) end if areanuclear == 0 then sounds["striking"]:setPitch(ballSpeed / 250) sounds["striking"]:play() else sounds["nuclearhit"]:setPitch(1) sounds["nuclearhit"]:play() end elseif (striken == 1) then player2nukescore = player2nukescore * 1.5 if (synctype == 0) then paddle_SPEED = paddle_SPEED * 1.10 end if (synctype == 1) then paddle_SPEED = ballSpeed / 10 end if (synctype == 0) then AI_SPEED = AI_SPEED * 1.10 end if (synctype == 1) then AI_SPEED = ballSpeed * 1.1 / 10 end ballSpeed = ballSpeed * 1.10 if areanuclear == 0 then sounds["beep"]:setPitch(ballSpeed / 250) sounds["beep"]:play() else sounds["nuclearhit"]:setPitch(1) sounds["nuclearhit"]:play() end else if areanuclear == 0 then sounds["beep"]:setPitch(ballSpeed / 250) sounds["beep"]:play() else sounds["nuclearhit"]:setPitch(1) sounds["nuclearhit"]:play() end end player2nukescore = player2nukescore + 10 ball[i].dx = -ball[i].dx ball[i].x = player2.x - 30 end hitIdentifier() if ball[i].y <= 0 then soundtype = love.math.random(1, 5) sounds["wallhit"]:setPitch(ballSpeed / 250) sounds["wallhit"]:play() ball[i].y = 0 end -- -4 to account for the ball's size if ball[i].y >= VIRTUAL_HEIGHT - 40 then soundtype = love.math.random(1, 5) sounds["wallhit"]:setPitch(ballSpeed / 250) sounds["wallhit"]:play() ball[i].y = VIRTUAL_HEIGHT - 40 end --love.window.setTitle('Trying to update the ball') if timeIsSlow then if ballSpeed > originalSpeed / 3 then paddle_SPEED = 30 ballSpeed = ballSpeed / (1 + (dt * 2)) end player1nukescore = player1nukescore - (dt * 50) if player1nukescore < 1 or ball[1].dx > 0 then timeIsSlow = false player1reverbav = false ballSpeed = originalSpeed sounds["time"]:stop() paddle_SPEED = originalPaddle end end if timeIsSlow2 then if ballSpeed > originalSpeed / 3 then ballSpeed = ballSpeed / (1 + (dt * 2)) end player2nukescore = player2nukescore - (dt * 50) if player2nukescore < 1 or ball[1].dx < 0 then paddle_SPEED = 30 timeIsSlow2 = false player2reverbav = false ballSpeed = originalSpeed sounds["time"]:stop() paddle_SPEED = originalPaddle end end ball[i]:update(dt) end end goalManager() powerAvailability() player1:update(dt) player2:update(dt) end