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) backgroundScroll = (backgroundScroll + background_scroll_speed * dt) % background_looping_point if (gameState == 'animation') then time_1 = time_1 + dt light = 255 - time_1 * 85 if (light < 0) then time_1 = 0 light = 0 gameState = 'start' end end if areanuclear == 1 then if nuclearanimation > 0 then gameState = 'nuclearExplosion' nuclearanimation = nuclearanimation - dt explosionRange = explosionRange + dt*24 elseif (gameState ~= 'play') then gameState = 'play' explosionRange = 0 end end if gameState == "done" then if explosionRange < 40 then nuclearanimation = nuclearanimation - dt explosionRange = explosionRange + dt*24 end end 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 or player1animend then love.graphics.setColor(140/255,70/255,70/255,(50-diseffectRange[0])/100) love.graphics.circle("fill", player1.x, player1.y , effectRange[0]*100, 100) end if player2anim or player2animend then love.graphics.setColor(70/255,70/255,140/255,(50-diseffectRange[1])/100) love.graphics.circle("fill", player2.x, player2.y , effectRange[1]*100, 100) end end function animateExplosion(x, y, v, color) love.graphics.setColor(color) love.graphics.circle("fill", x, y, explosionRange * v, 100) end