eball = Class{} function eball:init(x, y, width, height) self.x = x self.y = y self.width = width self.height = height self.dy = math.random(-1, 1) self.dx = 1 self.disabled = false end function eball:collides(paddle) if self.x > paddle.x + paddle.width or paddle.x > self.x + self.width then return false end if self.y > paddle.y + paddle.height or paddle.y > self.y + self.height then return false end return true end function eball:reset(ballnum, player) if (gameMode == 'practice') then if (self.x < 1) then --love.window.setTitle(self.x) if not player then self.x = VIRTUAL_WIDTH /2 - 2 elseif player == 1 then self.x = 50 elseif player == 2 then self.x = VIRTUAL_WIDTH - 50 else self.x = VIRTUAL_WIDTH /2 - 2 end self.y = VIRTUAL_HEIGHT /2 - 2 self.dy = math.random(-1, 1) self.dx = math.random(-1,1) else self.x = self.x self.y = self.y self.dx = -1 end else if (ballnum == 2) then self.dx = ball_DIR * -1 else self.dx = ball_DIR end self.disabled = false if not player then self.x = VIRTUAL_WIDTH /2 - 2 elseif player == 1 then self.x = 50 elseif player == 2 then self.x = VIRTUAL_WIDTH - 50 else self.x = VIRTUAL_WIDTH /2 - 2 end self.y = VIRTUAL_HEIGHT /2 - 2 self.dy = math.random(-1, 1) --love.window.setTitle("LMAOOOOOO") end end function eball:update(dt) if player1nukescore > 20 then potentialstrike1 = 1 else potentialstrike1 = 0 end if player1nukescore > 140 then player1reverbav = 1 else player1reverbav = 0 end if player1nukescore > 200 then potentialnuke1 = 1 else potentialnuke1 = 0 end if player2nukescore > 20 then potentialstrike2 = 1 else potentialstrike2 = 0 end if player2nukescore > 140 then player2reverbav = 1 else player2reverbav = 0 end if player2nukescore > 200 then potentialnuke2 = 1 else potentialnuke2 = 0 end --print("ATTEMP TO UPDATE BALL") if self.disabled == false then --print("BALL IS BEING AUTO-UPDATED" .. ballSpeed .. " " .. self.dx .. " " .. self.dy) self.x = self.x + ballSpeed * self.dx * dt self.y = self.y + ballSpeed * self.dy * dt end end function eball:render(color) if color == 'black' then love.graphics.setColor(0,0,0,1) love.graphics.rectangle('fill', self.x, self.y, self.width, self.height) elseif color == 'controlled' then love.graphics.rectangle('fill', self.x, self.y, self.width, self.height) else love.graphics.setColor(1,1,1,1) love.graphics.rectangle('fill', self.x, self.y, self.width, self.height) end end