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0.7.1 Added hit animations

tags/chalkboard
madiwka3 il y a 4 ans
Parent
révision
6217df2cf7
4 fichiers modifiés avec 100 ajouts et 201 suppressions
  1. +3
    -0
      .gitignore
  2. +72
    -0
      animator.lua
  3. +5
    -0
      debuggame.sh
  4. +20
    -201
      main.lua

+ 3
- 0
.gitignore Voir le fichier

@@ -0,0 +1,3 @@
conf.lua
game.love
game.zip

+ 72
- 0
animator.lua Voir le fichier

@@ -0,0 +1,72 @@
local player1anim = false
local player2anim = false
local player1animend = false
local player2animaend = false
local effectRange = {[0] = 0,[1] = 0}
local diseffectRange = {[0] = 0,[1] = 0}
function superanimator(type, param)
if type == 'tensehit' then
if param == 1 then
print("Animation called!")
player1anim = true
end
if param == 2 then
print("Animation called!")
player2anim = true
end
end
end
function staticanimatorcounter(dt)
if (player1anim) then
print("Effect range: " .. effectRange[0])
effectRange[0] = effectRange[0] + dt*24
if effectRange[0] > 7500/ballSpeed then
player1animend = true
end
end
if player1animend then
print("DISEffect range: " .. diseffectRange[0])
diseffectRange[0] = diseffectRange[0] + dt*24
if diseffectRange[0] > 50 then
effectRange[0] = 0
diseffectRange[0] = 0
player1anim = false
player1animend = false
end
end
if (player2anim) then
print("Effect range: " .. effectRange[1])
effectRange[1] = effectRange[1] + dt*24
if effectRange[1] > 7500/ballSpeed then
player2animend = true
end
end
if player2animend then
print("DISEffect range: " .. diseffectRange[1])
diseffectRange[1] = diseffectRange[1] + dt*24
if diseffectRange[1] > 50 then
effectRange[1] = 0
diseffectRange[1] = 0
player2anim = false
player2animend = false
end
end
end
function staticanimator()
if player1anim then
love.graphics.setColor(140/255,70/255,70/255,1)
love.graphics.circle("fill", player1.x, player1.y , effectRange[0]*100, 100)
end
if player1animend then
love.graphics.setColor(40/255,40/255,40/255,1)
love.graphics.circle("fill", player1.x, player1.y , diseffectRange[0]*100, 100)
end
if player2anim then
love.graphics.setColor(70/255,70/255,140/255,1)
love.graphics.circle("fill", player2.x, player2.y , effectRange[1]*100, 100)
end
if player2animend then
love.graphics.setColor(40/255,40/255,40/255,1)
love.graphics.circle("fill", player2.x, player2.y , diseffectRange[1]*100, 100)
end
end

+ 5
- 0
debuggame.sh Voir le fichier

@@ -0,0 +1,5 @@
rm game.love
rm game.zip
zip -r game *
mv game.zip game.love
love2d game.love

+ 20
- 201
main.lua Voir le fichier

@@ -1,12 +1,14 @@
io.stdout:setvbuf('no')
Class = require 'class'
require 'paddle'
require 'simpleScale'
require 'TSerial'
require 'eball'
require 'fullScreener'
require 'superPowerControl'
require 'mainMenu'
require 'music'
require 'animator'
local serialize = require 'ser'
local shader_code = [[
vec4 effect(vec4 color, Image image, vec2 uvs, vec2 screen_coords) {
@@ -16,6 +18,7 @@ vec4 effect(vec4 color, Image image, vec2 uvs, vec2 screen_coords) {
]]
timeIsSlow = false
timeIsSlow2 = false
debug.shake = false
originalSpeed = 200
explosionRange = 0
blockinput = false
@@ -140,7 +143,7 @@ function love.load()
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')()
@@ -281,7 +284,7 @@ function startShake(duration, magnitude)
t, shakeDuration, shakeMagnitude = 0, duration or 1, magnitude or 5
end
function displayFPS()
--love.window.setTitle(maxBalls)
love.window.setTitle(love.timer.getFPS())
end
function speedControl()
@@ -291,6 +294,7 @@ function speedControl()
end
function love.update(dt)
staticanimatorcounter(dt)
displayFPS()
if areanuclear == 1 then
if nuclearanimation > 0 then
@@ -311,7 +315,7 @@ function love.update(dt)
dangerChecker()
musicController('norm', 1)
palleteController()
if (gameState == 'animation') then
if (gameState == 'animation') then
animator(dt)
end
if t < shakeDuration then
@@ -564,6 +568,11 @@ end
--love.window.setTitle('VOID')
for i = 1, maxBalls do
if ball[i]:collides(player1) then
print(debug.shake)
if ((areanuclear == 0 and ((player1striken or player2striken) and (player1score > 9 or player2score > 9))) or debug.shake) then
print("Calling animation")
superanimator('tensehit', 1)
end
--gameState = 'quickanim'
if gameMode == 'practice' then
player1score = player1score + 1
@@ -682,85 +691,13 @@ end
end
end
end
if ball[i]:collides(player3) then
--gameState = 'quickanim'
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
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 * 1.5
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
ball[i].dy = math.random(-2, -1)
elseif love.keyboard.isDown(p1control.down) then
ball[i].dy = math.random(1, 2)
else
if ball[i].dy < 0 then
ball[i].dy = math.random(-2, -1)
else
ball[i].dy = math.random(1, 2)
end
end
end
if ball[i]:collides(player2) then
--ameState = 'quickanim'
t = 0
shakeDuration = 1
if ((areanuclear == 0 and ((player1striken or player2striken) and (player1score > 9 or player2score > 9))) or debug.shake) then
superanimator('tensehit', 2)
end
if (ballSpeed > 200) then
shakeMagnitude = ballSpeed/200
else
@@ -876,126 +813,6 @@ end
end
end
end
if ball[i]:collides(player4) then
--ameState = 'quickanim'
t = 0
shakeDuration = 1
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
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 (love.keyboard.isDown(p2control.up) or AI_SPEED < 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
elseif love.keyboard.isDown(p2control.down) or AI_SPEED > 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
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 ball[i].y <= 0 then
soundtype = love.math.random(1, 5)
sounds['wallhit']:setPitch(ballSpeed/250)
@@ -1509,7 +1326,7 @@ function love.draw()
player1:render()
player2:render()
elseif gameState == 'animation' then
callAnimator()
callAnimator() --This calls a fucking 100 year old animator. I dont even remember what it does. This has nothing to do with the new one
else
mapChanger()
if t < shakeDuration then
@@ -1531,6 +1348,7 @@ function love.draw()
love.graphics.setShader()
love.graphics.clear(40/255, 40/255, 40/255, 1) --BACKGROUND COLOR
end
staticanimator()
if (gameMode == 'practice') then
love.graphics.rectangle('fill', VIRTUAL_WIDTH, 0, 10, VIRTUAL_HEIGHT)
end
@@ -1544,7 +1362,7 @@ function love.draw()
if gameState == 'play' or gameState == '1serve' or gameState == '2serve' then
love.graphics.setFont(smallfont)
end
love.graphics.setColor(1,1,1,1)
love.graphics.printf(TEXT,0,20,VIRTUAL_WIDTH,'center')
love.graphics.setFont(smallfont)
love.graphics.printf(updateTEXT,0,VIRTUAL_HEIGHT * 0.95,VIRTUAL_WIDTH,'left')
@@ -1592,6 +1410,7 @@ function love.draw()
love.graphics.rectangle("fill", wall.wallx, wall.wally, 10, wall.wallheight)
end
end
if gameState ~= 'assign' then
player1:render()
player3:render()


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