done for tonight
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@ -8,8 +8,8 @@ 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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love.graphics.print("" .. UserPlayer1.health, 5, 5)
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love.graphics.print("" .. UserPlayer2.health, width - 70, height - 95)
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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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@ -14,6 +14,8 @@ function GameKeyPressed(key)
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--TODO: Better restart
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if key == "r" and not _G.PAUSED then
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RestartGame()
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_G.GAMESTATE = "GAME"
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love.load()
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end
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end
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@ -1,15 +1,14 @@
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local function checkWinState()
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-- Check P1's health
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if UserPlayer1.health <= 0 then --P1 win
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_G.P1_WIN = true
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_G.P2_WIN = false
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UserPlayer1.health = 0
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return true
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end
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if UserPlayer2.health <= 0 then --P2 win
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_G.P1_WIN = false
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_G.P2_WIN = true
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UserPlayer2.health = 0
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return true
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end
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if UserPlayer2.health <= 0 then --P2 win
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_G.P1_WIN = true
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_G.P2_WIN = false
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return true
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end
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return false
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@ -33,4 +33,13 @@ function MenuKeyPressed(key)
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_G.MENU_POS = _G.MENU_POS + 1
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end
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end
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if key == "r" then
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musicBattle:stop()
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musicMenu:stop()
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musicPause:stop()
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musicStory:stop()
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_G.GAMESTATE = "MENU"
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love.load()
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end
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end
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@ -1,5 +1,6 @@
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function PauseKeyPressed(key)
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if key == "return" then
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-- quickly return to the game
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musicBattle:setVolume(0.5)
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musicPause:setVolume(0)
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-- 0 Return to game
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@ -6,8 +6,7 @@ local function winner()
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if _G.P1_WIN then
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s = "P1 Win! R - Restart"
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end
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if _G.P2_WIN then
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elseif _G.P2_WIN then
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s = "P2 Win! R - Restart"
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end
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7
Win/WinKeyPressed.lua
Normal file
7
Win/WinKeyPressed.lua
Normal file
@ -0,0 +1,7 @@
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function WinKeyPressed(key)
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if key == "r" then
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RestartGame()
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_G.GAMESTATE = "GAME"
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love.load()
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end
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end
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@ -15,6 +15,14 @@ PAUSED = false
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PAUSE_POS = 0
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PAUSE_MAX = 2 -- 0 resume, 1 menu, 2 quit
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BULLETS_MAX = 10 -- MAX amount of bullets a player can shoot
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--BULLETS_BOUCE_MAX = 7 -- MAX amount of bounces before exploding!
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BULLETS_LIFETIME = 50
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-- WIN flags for P1 and P2
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P1_WIN = false
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P2_WIN = false
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-- WIN counts!
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P1_COUNT = 0
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P2_COUNT = 0
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@ -17,7 +17,7 @@ function StopAllMusic()
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musicBattle:stop()
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musicMenu:stop()
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musicPause:stop()
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musicStory:stop()
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--musicStory:stop() -- Unused
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end
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function ClearPlayerCollision()
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7
main.lua
7
main.lua
@ -94,7 +94,6 @@ function love.load()
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--Game consts
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HEALTH = 3
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DELAY = 0.5
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MAX = 6 --MAX number of bullets|
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--Bullet lists
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Bullets1 = {}
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@ -116,9 +115,9 @@ function love.load()
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UserPlayer2 = Player(2, 200, 300, HEALTH, "assets/player2.png", playerSpeed)
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-- Music streaming
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musicMenu = love.audio.newSource("music/menu.mp3", "stream")
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musicBattle = love.audio.newSource("music/battle.mp3", "stream")
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musicStory = love.audio.newSource("music/story.mp3", "stream")
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musicMenu = love.audio.newSource("music/menu.mp3", "stream") or nil
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musicBattle = love.audio.newSource("music/battle.mp3", "stream") or nil
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--musicStory = love.audio.newSource("music/story.mp3", "stream") or nil
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musicPause = musicBattle:clone()
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musicPause:setFilter({
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20
player.lua
20
player.lua
@ -35,16 +35,24 @@ function Player:new(p, x, y, health, image, speed, max)
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--Velocity
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self.vx = 0
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self.vy = 0
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-- Bullets shot
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self.shot = 0
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end
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-- Method to handle shooting
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function Player:shoot(bulletSpeed)
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local offsetX = cos(self.rotation) * self.width * 1.5
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local offsetY = sin(self.rotation) * self.height * 1.5
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local bulletX = self.x + offsetX
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local bulletY = self.y + offsetY
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local newBullet = Bullet(bulletX, bulletY, self.p, bulletSpeed, self.rotation)
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return newBullet
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if self.shot <= 10 then
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self.shot = self.shot + 1
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local offsetX = cos(self.rotation) * self.width * 1.5
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local offsetY = sin(self.rotation) * self.height * 1.5
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local bulletX = self.x + offsetX
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local bulletY = self.y + offsetY
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local newBullet = Bullet(bulletX, bulletY, self.p, bulletSpeed, self.rotation)
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return newBullet
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else
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return nil
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end
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end
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function Player:handleKeys(up, down, left, right, dt)
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