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- function basegame(dt)
- if player1nukescore > 300 then
- player1nukescore = 300
- end
- if player2nukescore > 300 then
- player2nukescore = 300
- end
- speedControl()
- balancer()
- musicController('norm', 1)
- if t < shakeDuration then
- t = t + dt
- end
- if gameState == 'play' then
- if (AGAINST_AI == 1) then
- for i = 1, maxBalls do
- if (ball[i].y - player2.y >= 50 and player2.x - ball[i].x < AI_LEVEL) then
- player2.dy = AI_SPEED
- elseif (player2.y - ball[i].y >= -20 and player2.x - ball[i].x < AI_LEVEL) then
- player2.dy = -AI_SPEED
- else
- player2.dy = 0
- end
- if
- difficultyl == 350 and player2reverbav == true and VIRTUAL_WIDTH - ball[i].x < 90 and
- math.abs(ball[i].y - player2.y) > 150
- then
- sounds["time"]:play()
- player2reverbav = false
- timeIsSlow2 = true
- originalPaddle = paddle_SPEED
- originalSpeed = ballSpeed
- player2reverbav = 0
- potentialnuke2 = 0
- potentialstrike2 = 0
- end
-
- if (player2nukescore > AI_STRIKEMOD and striken == 0) then
- player2striken = 1
- elseif (player2nukescore > AI_NUKEMOD and striken == 1) then
- if (areanuclear == 1) then
- maxspeed = maxspeed + 50
- end
- sounds["nuke"]:play()
- potentialstrike2 = 0
- areanuclear = 1
- 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
- player2reverbav = 0
- potentialnuke2 = 0
- end
- end
- 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 (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
- end
- for i = 1, maxBalls do
- if ball[i]:collides(player1) then
- if (areanuclear == 0 and ((player1striken or player2striken) and (player1score > 9 or player2score > 9))) then
- print("Calling animation")
- 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
- 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 ball[i]:collides(player2) then
- --ameState = 'quickanim'
- t = 0
- shakeDuration = 1
- if
- (areanuclear == 0 and
- ((player1striken or player2striken) and (player1score > 9 or player2score > 9)))
- then
- 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
-
- 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)
- 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 menumode(dt)
- if (gameState == "menu") then
- updateTEXT = "0.7.1 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 (ball[i].x < 0 - ballSpeed * 0.5) then
- if (gameMode ~= "practice") then
- sounds["score"]:play()
- end
- 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
- player2score = player2score + 1
- 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()
- for i = 1, maxBalls do
- ball[i]:reset(i)
- end
- end
- end
- if (ball[i].x > VIRTUAL_WIDTH + ballSpeed * 0.5) then
- sounds["score"]:play()
- 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
- player1score = player1score + 1
- 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
- end
- end
-
- function powerAvailability()
- if (player1nukescore >= 20 and player1nukescore < 140) then
- potentialstrike1 = 1
- if (love.keyboard.isDown(p1control.super)) then
- player1striken = 1
- player1reverbav = 0
- end
- end
- if (player1nukescore >= 140) and timeIsSlow2 == false and timeIsSlow == false and maxBalls == 1 and ball[1].x < VIRTUAL_WIDTH / 2 then
- player1reverbav = 1
- if love.keyboard.isDown(p1control.counter) then
- powerControl(1, "special")
- end
- end
- if (player1nukescore >= 200) then
- potentialnuke1 = 1
- if (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 (love.keyboard.isDown(p2control.super)) then
- player2striken = 1
- player2reverbav = 0
- end
- end
- end
- if (player2nukescore >= 140) and timeIsSlow == false and timeIsSlow2 == false and maxBalls == 1 and ball[1].x > VIRTUAL_WIDTH / 2 then
- player2reverbav = 1
- if love.keyboard.isDown(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 (love.keyboard.isDown(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
- local mx, my = love.mouse.getPosition()
- mx = mx * DIFFERENCE_X
- my = my * DIFFERENCE_Y
- 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
- 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
-
- 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
- end
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