|
- --CALLING OTHER LUA FILES
- require "src/dependencies"
- io.stdout:setvbuf("no")
- --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;
- }
- ]]
-
- debug = true
- --GLOBAL VARIABLES
- gameMode = "normal"
- globalState = "menu"
- timeIsSlow = false
- timeIsSlow2 = false
- originalSpeed = 200
- explosionRange = 0
- blockinput = false
- wall1width = 30
- nuclearanimation = 3
- easternum = 0
- ball_DIR = 0
- RED = 255
- hitNum = {}
- hitNum[1] = 0
- hitNum[2] = 0
- hitNum[3] = 0
- hitNum[4] = 0
- p1bonus = 0
- p2bonus = 0
- hitNum[5] = 0
- hitNum[6] = 0
- GREEN = 255
- BLUE = 255
- updateTEXT = "Chalkboard Update"
- maxBalls = 1
- playerCount = 1
- player1reverbav = 0
- playertext = "1v1"
- player2reverbav = 0
- elapsed = 0
- rotation = 0
- TEXT = "Nuclear Pong"
- currentKey = " "
- ptw = 10
-
- --CHECKING IF CONTROLS ARE TAKEN
- danger = "none"
- danger2 = "none"
-
- nuckemodactive = 0
- maxspeed = 700
- DIFFERENCE_X = 1
- DIFFERENCE_Y = 1
- paddle_SPEED = 20
- textamount = 15
- AI_STRIKEMOD = 1000
- resolutionWin = 0
- AGAINST_AI = 0
- RESOLUTION_SET = 0
- AI_NUKEMOD = 1000
- animstart = true
- AI_SPEED = 30
- craz = 0
- AI_LEVEL = 500
- isFullscreen = 0
- prtext = "Easy"
- MAP_TYPE = 0
- 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 newButton(text, fn)
- return {
- text = text,
- fn = fn,
- now = false,
- last = false
- }
- 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 = {}
- 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()
- 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.lua")()
- if testwalls ~= nil then
- walls = love.filesystem.load("save.lua")()
- end
-
- light = 0
- image = love.graphics.newImage("Madi.png")
- table.insert(
- editorpicks,
- newButton(
- "C",
- function()
- for k in pairs(walls) do
- walls[k] = nil
- end
- end
- )
- )
- table.insert(
- editorpicks,
- newButton(
- "S",
- function()
- love.filesystem.write("save.lua", serialize(walls))
- end
- )
- )
- table.insert(
- editorpicks,
- newButton(
- "L",
- function()
- walls = love.filesystem.load("save.lua")()
- end
- )
- )
- table.insert(
- buttons,
- newButton(
- "Singleplayer",
- function()
- gameState = "gameMode"
- end
- )
- )
- table.insert(
- buttons,
- newButton(
- "Multiplayer",
- function()
- gameState = "multiMode"
- end
- )
- )
- table.insert(
- buttons,
- newButton(
- "Settings",
- function()
- AGAINST_AI = 0
- gameState = "windowsettings"
- end
- )
- )
- table.insert(
- buttons,
- newButton(
- "Exit",
- function()
- love.event.quit(0)
- end
- )
- )
- table.insert(
- difbuttons,
- newButton(
- "Easy",
- function()
- hardmanager("easy")
- end
- )
- )
- table.insert(
- difbuttons,
- newButton(
- "Normal",
- function()
- hardmanager("normal")
- end
- )
- )
- table.insert(
- difbuttons,
- newButton(
- "Hard",
- function()
- hardmanager("hard")
- end
- )
- )
- table.insert(
- difbuttons,
- newButton(
- "Smart",
- function()
- hardmanager("smart")
- end
- )
- )
- 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
- end
- )
- )
- table.insert(
- settings,
- newButton(
- "Editor",
- function()
- gameState = "editor"
- end
- )
- )
- table.insert(
- settings,
- newButton(
- "Speed Settings",
- function()
- gameState = "speedSettings"
- end
- )
- )
- table.insert(
- settings,
- newButton(
- "Control Settings",
- function()
- gameState = "controlSettings"
- end
- )
- )
- table.insert(
- settings,
- newButton(
- "Back to Menu",
- function()
- gameState = "menu"
- end
- )
- )
- table.insert(
- speedParameters,
- newButton(
- "Back to Menu",
- function()
- gameState = "windowsettings"
- end
- )
- )
- --table.insert(speedParameters, newButton("Ball Speed: ", function() speedSetter('ball') end))
- table.insert(
- playerCountButtons,
- newButton(
- "Ball Speed: ",
- function()
- speedSetter("ball")
- end
- )
- )
- --table.insert(speedParameters, newButton("snc", function() speedSetter('snc') end))
- table.insert(
- playerCountButtons,
- newButton(
- "snc",
- function()
- speedSetter("snc")
- end
- )
- )
- table.insert(
- speedParameters,
- newButton(
- "NUCLEAR MODE",
- function()
- speedSetter("nuclearmod")
- end
- )
- )
- table.insert(
- controlSettings,
- newButton(
- "1up",
- function()
- gameState = "assign"
- req = "p1up"
- end
- )
- )
- table.insert(
- controlSettings,
- newButton(
- "1down",
- function()
- gameState = "assign"
- req = "p1down"
- end
- )
- )
- table.insert(
- controlSettings,
- newButton(
- "1special",
- function()
- gameState = "assign"
- req = "p1super"
- end
- )
- )
- table.insert(
- controlSettings,
- newButton(
- "1ct",
- function()
- gameState = "assign"
- req = "p1ct"
- end
- )
- )
- table.insert(
- controlSettings,
- newButton(
- "2up",
- function()
- gameState = "assign"
- req = "p2up"
- end
- )
- )
- table.insert(
- controlSettings,
- newButton(
- "2down",
- function()
- gameState = "assign"
- req = "p2down"
- end
- )
- )
- table.insert(
- controlSettings,
- newButton(
- "2special",
- function()
- gameState = "assign"
- req = "p2super"
- end
- )
- )
- table.insert(
- controlSettings,
- newButton(
- "2ct",
- function()
- gameState = "assign"
- req = "p2ct"
- end
- )
- )
- table.insert(
- controlSettings,
- newButton(
- "Default",
- function()
- p1control = {up = "a", down = "z", super = "s", counter = "x"}
- p2control = {up = ";", down = ".", super = "l", counter = ","}
- end
- )
- )
- table.insert(
- controlSettings,
- newButton(
- "Return",
- function()
- gameState = "windowsettings"
- end
- )
- )
- table.insert(
- modeSelectorButtons,
- newButton(
- "Nuclear Pong",
- function()
- gameState = "difficulty"
- end
- )
- )
- table.insert(
- modeSelectorButtons,
- newButton(
- "Main Menu",
- function()
- gameState = "menu"
- end
- )
- )
- table.insert(
- pracdiff,
- newButton(
- "Silverblade",
- function()
- speedSetter("practice")
- end
- )
- )
- table.insert(
- pracdiff,
- newButton(
- "Return",
- function()
- speedSetter("reset")
- gameState = "gameMode"
- end
- )
- )
- table.insert(
- pracdiff,
- newButton(
- "Go!",
- function()
- gameMode = "practice"
- hardmanager("practice")
- end
- )
- )
- --table.insert(playerCountButtons, newButton("1v1", function() speedSetter('pc') end))
- table.insert(
- playerCountButtons,
- newButton(
- "ballCount",
- function()
- speedSetter("ballz")
- end
- )
- )
- table.insert(
- difbuttons,
- newButton(
- "ballCount",
- function()
- speedSetter("ballz")
- end
- )
- )
- table.insert(
- playerCountButtons,
- newButton(
- "Return",
- function()
- speedSetter("reset")
- gameState = "menu"
-
- end
- )
- )
- table.insert(
- playerCountButtons,
- newButton(
- "ptw",
- function()
- speedSetter("ptw")
- end
- )
- )
- table.insert(
- playerCountButtons,
- newButton(
- "Play",
- function()
- AGAINST_AI = 0
- gameState = "1serve"
- globalState = "base"
- end
- )
- )
- table.insert(
- playerCountButtons,
- newButton(
- "Reverse Play",
- function()
- gameState = "1serve"
- globalState = "reverse"
- end
- )
- )
-
- --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"),
- ["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,
- --})
- 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 = {}
- 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)
- mymenu = mainMenu()
-
- ballSpeed = 200
-
- 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)
- 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
- end
- end
-
- function love.update(dt)
-
- staticanimatorcounter(dt)
- musicController('norm', 1)
- if debug then
- displayFPS()
- end
- if globalState == "base" then
- basegame(dt)
- end
- if globalState == "reverse" then
- reversegame(dt)
- end
- if globalState == "menu" then
-
- debugCheck(dt)
- 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 / 10
- 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 / 10
- 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_SPEED = AI_SPEED / 10
- 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_SPEED = AI_SPEED / 10
- 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_SPEED = AI_SPEED / 10
- 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 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
- TEXT = "Escape Key"
- love.event.quit()
- elseif key == "enter" or key == "return" then
- if gameState == "start" then
- resettinggenius()
- gameState = "menu"
- 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)
- end
- end
- else
- gameState = "menu"
- globalState = "menu"
- if (love.math.random(0, 10) == 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 = " "
- 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
- 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 / 10
- AI_SPEED = ballSet / 10
- end
- if (nuckemodactive == 1) then
- areanuclear = 1
- ballSet = 2000
- maxspeed = 2000
- paddle_SPEED = ballSet / 10
- AI_SPEED = ballSet / 10
- synctext = "death is imminent"
- end
- ballSpeed = ballSet
- end
- if (requesttype == "practice") then
- if (ballSpeed > 999) then
- ballSpeed = 200
- 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
- ballSet = ballSet + 200
- end
- if (requesttype == "reset") then
- ballSpeed = 200
- 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 * 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 * 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()
- simpleScale.set()
-
- baseDraw()
-
- 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
- TEXT = "PLAYER 1, serve!(q)"
- end
- if (love.keyboard.isDown("q") or gameMode == "practice") then
- TEXT = "Lets Begin!"
- ball_DIR = 1
- for i = 1, maxBalls do
- ball[i]:reset(i)
- end
- gameState = "play"
-
- end
- end
- if (gameState == "2serve") then
- TEXT = "PLAYER 2, serve!(p)"
- if (AGAINST_AI == 1) then
- TEXT = ""
- ball_DIR = -1
- for i = 1, maxBalls do
- ball[i]:reset(i)
- end
-
- gameState = "play"
-
- end
- if (love.keyboard.isDown("p") and AGAINST_AI == 0) then
- TEXT = "Lets Begin"
- ball_DIR = -1
- for i = 1, maxBalls do
- ball[i]:reset(i)
- 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
- 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
- isFullscreen = 1
- end
- end
- end
- function resettinggenius()
- maxBalls = 1
- for i = 1, maxBalls do
- ball[i]:reset(i)
- end
- paddle_SPEED = 20
- nuclearanimation = 3
- timeIsSlow = false
- timeIsSlow2 = false
- originalSpeed = 200
- gameState = "menu"
- globalState = "menu"
- gameMode = "normal"
- player1.height = 100
- player2.height = 100
- ballSet = 200
- ballSpeed = ballSet
- 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_X, y * DIFFERENCE_Y, 10, wall1width))
- end
- end
- end
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