function UpdateGame(dt) --WindField World:update(dt) local max = math.max KeyPressTime1 = max(0, KeyPressTime1 - dt) if KeyPressTime1 <= 0 then EnableKeyPress1 = true end KeyPressTime2 = max(0, KeyPressTime2 - dt) if KeyPressTime2 <= 0 then EnableKeyPress2 = true end for i, v in ipairs(Bullets1) do v:update(dt) if v.y < 0 then --top of screen table.remove(Bullets1, i) v.collider:destroy() elseif v.y > love.graphics.getHeight() then --bottom of screen table.remove(Bullets1, i) v.collider:destroy() end if v.collider:enter("Player2") then print("Player1 hit Player2!") table.remove(Bullets1, i) v.collider:destroy() if UserPlayer1.health > 0 then UserPlayer1.health = UserPlayer1.health - 1 end end if v.collider:enter("Player1") then print("Player 1 hit themselves!") table.remove(Bullets1, i) v.collider:destroy() if UserPlayer1.health > 0 then UserPlayer1.health = UserPlayer1.health - 1 end end end for i, v in ipairs(Bullets2) do v:update(dt) if v.y < 0 then --top of screen table.remove(Bullets2, i) v.collider:destroy() elseif v.y > love.graphics.getHeight() then --bottom of screen table.remove(Bullets2, i) v.collider:destroy() end if v.collider:enter("Player1") then print("Player2 hit Player1!") table.remove(Bullets2, i) v.collider:destroy() if UserPlayer2.health > 0 then UserPlayer2.health = UserPlayer2.health - 1 end end if v.collider:enter("Player2") then print("Player 2 hit themselves!") table.remove(Bullets2, i) v.collider:destroy() if UserPlayer2.health > 0 then UserPlayer2.health = UserPlayer2.health - 1 end end end UserPlayer1:update(dt) UserPlayer2:update(dt) end