nearly there
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+13
-3
@@ -6,16 +6,16 @@ end
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local function drawHealth()
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love.graphics.setFont(GameFont)
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local height = love.graphics.getHeight()
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local width = love.graphics.getWidth()
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local height = love.graphics.getHeight() / _G.Y_SCALE
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local width = love.graphics.getWidth() / _G.X_SCALE
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love.graphics.print("P1:" .. UserPlayer1.health, 5, 5)
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love.graphics.print("P2:" .. UserPlayer2.health, width - 200, height - 95)
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end
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function DrawGame()
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local curWidth, curHeight = love.graphics.getDimensions()
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--STI
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love.graphics.scale(_G.X_SCALE, _G.Y_SCALE)
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GameMap:draw(0, 0, _G.X_SCALE, _G.Y_SCALE)
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GameMap:resize(curWidth / _G.X_SCALE, curHeight / _G.Y_SCALE)
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@@ -25,6 +25,7 @@ function DrawGame()
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drawFPS()
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end
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-- Bullets
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for _, v in ipairs(Bullets1) do
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v:draw()
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end
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@@ -32,9 +33,18 @@ function DrawGame()
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v:draw()
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end
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-- PowerUps
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for _, v in ipairs(PowerUps) do
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v:draw()
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end
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UserPlayer1:draw()
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UserPlayer2:draw()
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--Draw Health
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--TODO: make this nicer looking
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drawHealth()
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--TODO: draw running score
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--drawScore()
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end
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@@ -34,9 +34,10 @@ function GameKeyPressed(key)
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end
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if DebugFlag and key == "1" then
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UserPlayer1.speed = 50000
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print("player1 speed increased!")
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--UserPlayer1.speed = 50000
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--print("player1 speed increased!")
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end
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if DebugFlag and key == "2" then
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_G.CUR_LEVEL = 2
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RestartGame()
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@@ -47,4 +48,9 @@ function GameKeyPressed(key)
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RestartGame()
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love.load()
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end
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if key == "p" then
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testP = PowerUp("speed", 300, 300, "assets/powerup.jpeg", 10)
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table.insert(PowerUps, testP)
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end
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end
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@@ -37,6 +37,7 @@ function UpdateGame(dt)
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EnableKeyPress2 = true
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end
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-- Update Bullets1
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for i, v in ipairs(Bullets1) do
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v:update(dt)
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@@ -82,6 +83,7 @@ function UpdateGame(dt)
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end
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end
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-- Update Bullets2
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for i, v in ipairs(Bullets2) do
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v:update(dt)
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@@ -144,6 +146,18 @@ function UpdateGame(dt)
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end
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end
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--PowerUp timer to place
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PUTimeToPlace = PUTimeToPlace - dt
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--print(PUTimeToPlace)
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if PUTimeToPlace <= 0 then
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local w, h = love.graphics.getDimensions()
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local ranx = love.math.random(30, w)
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local rany = love.math.random(100, h)
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local newPU = PowerUp("speed", ranx, rany, "assets/powerup.jpeg", 10)
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table.insert(PowerUps, newPU)
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PUTimeToPlace = _G.PU_TIMER --reset
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end
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UserPlayer1:handleKeys("w", "s", "a", "d", dt)
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UserPlayer2:handleKeys("up", "down", "left", "right", dt)
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UserPlayer1:updateCol()
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