Formatting
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b33983318c
commit
65fab4710d
380
main.lua
380
main.lua
@ -1,255 +1,255 @@
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Settings = {
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player_speed = 8,
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ball_speed = 5,
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player_speed = 8,
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ball_speed = 5,
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block_rows = 3,
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block_cols = 8,
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block_rows = 3,
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block_cols = 8,
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block_height = 15,
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block_offset_x = 30,
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block_offset_y = 80,
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block_gap = 5,
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block_height = 15,
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block_offset_x = 30,
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block_offset_y = 80,
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block_gap = 5,
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collision_margin = 2 -- kinda tied to ball radius lol
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collision_margin = 2, -- kinda tied to ball radius lol
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}
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-- represenets the player-controlled paddle
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Player = {
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x = 0,
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y = 0,
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width = 100,
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height = 10,
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moving_left = false,
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moving_right = false,
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-- Returns 2 values, x and y!
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getCenter = function()
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return Player.x + Player.width / 2, Player.y + Player.height / 2
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end
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x = 0,
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y = 0,
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width = 100,
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height = 10,
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moving_left = false,
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moving_right = false,
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-- Returns 2 values, x and y!
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getCenter = function()
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return Player.x + Player.width / 2, Player.y + Player.height / 2
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end,
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}
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Game = {
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ball = {
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position = { x = 0, y = 0 },
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velocity = { dx = 0, dy = 0 },
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radius = 5
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},
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score = 0,
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-- Array of breakable blocks, generated on load!
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blocks = {},
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is_playing = true,
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ball = {
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position = { x = 0, y = 0 },
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velocity = { dx = 0, dy = 0 },
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radius = 5,
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},
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score = 0,
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-- Array of breakable blocks, generated on load!
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blocks = {},
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is_playing = true,
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}
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Assets = {}
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function love.load()
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Assets.jirka = love.graphics.newImage("jirka.png")
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Assets.impact = love.audio.newSource("impact.ogg", "static")
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Assets.impact_wall = love.audio.newSource("impact_wall.ogg", "static")
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Assets.impact_player = love.audio.newSource("impact_player.ogg", "static")
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Assets.jirka = love.graphics.newImage("jirka.png")
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Assets.impact = love.audio.newSource("impact.ogg", "static")
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Assets.impact_wall = love.audio.newSource("impact_wall.ogg", "static")
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Assets.impact_player = love.audio.newSource("impact_player.ogg", "static")
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setupGame()
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love.window.setTitle("Breakout")
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setupGame()
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end
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function love.update()
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if Game.is_playing == false then
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return
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end
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if Game.is_playing == false then
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return
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end
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if Player.moving_left then
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Player.x = Player.x - Settings.player_speed
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end
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if Player.moving_right then
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Player.x = Player.x + Settings.player_speed
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end
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if Player.moving_left then
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Player.x = Player.x - Settings.player_speed
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end
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if Player.moving_right then
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Player.x = Player.x + Settings.player_speed
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end
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local b = Game.ball
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local b = Game.ball
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-- move ball
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b.position.x = b.position.x + b.velocity.dx
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b.position.y = b.position.y + b.velocity.dy
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-- move ball
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b.position.x = b.position.x + b.velocity.dx
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b.position.y = b.position.y + b.velocity.dy
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-- Check wall collisions
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if b.position.x <= Settings.collision_margin then
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b.velocity.dx = -b.velocity.dx
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Assets.impact_wall:stop()
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Assets.impact_wall:play()
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end
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if b.position.x >= love.graphics.getWidth() - Settings.collision_margin then
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b.velocity.dx = -b.velocity.dx
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Assets.impact_wall:stop()
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Assets.impact_wall:play()
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end
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if b.position.y <= Settings.collision_margin then
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-- ceiling hit
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b.velocity.dy = -b.velocity.dy
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Assets.impact_wall:stop()
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Assets.impact_wall:play()
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end
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-- Check wall collisions
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if b.position.x <= Settings.collision_margin then
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b.velocity.dx = -b.velocity.dx
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Assets.impact_wall:stop()
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Assets.impact_wall:play()
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end
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if b.position.x >= love.graphics.getWidth() - Settings.collision_margin then
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b.velocity.dx = -b.velocity.dx
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Assets.impact_wall:stop()
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Assets.impact_wall:play()
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end
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if b.position.y <= Settings.collision_margin then
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-- ceiling hit
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b.velocity.dy = -b.velocity.dy
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Assets.impact_wall:stop()
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Assets.impact_wall:play()
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end
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-- player collision
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if checkCollision(Player, Game.ball) then
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Assets.impact_player:play()
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b.velocity.dy = -b.velocity.dy
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local cx, cy = Player.getCenter()
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local distance_from_center = b.position.x - cx
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Game.ball.velocity.dx = (distance_from_center / (Player.width / 2)) * Settings.ball_speed
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end
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-- player collision
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if checkCollision(Player, Game.ball) then
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Assets.impact_player:play()
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b.velocity.dy = -b.velocity.dy
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local cx, cy = Player.getCenter()
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local distance_from_center = b.position.x - cx
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Game.ball.velocity.dx = (distance_from_center / (Player.width / 2)) * Settings.ball_speed
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end
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-- Check box collisions
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for _, block in ipairs(Game.blocks) do
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if block.active then
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local dist_x = block.x - b.position.x
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local dist_y = block.y - b.position.y
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if checkCollision(block, Game.ball) then
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block.active = false
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Assets.impact:stop()
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Assets.impact:play()
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-- Check box collisions
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for _, block in ipairs(Game.blocks) do
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if block.active then
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local dist_x = block.x - b.position.x
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local dist_y = block.y - b.position.y
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if checkCollision(block, Game.ball) then
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block.active = false
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Assets.impact:stop()
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Assets.impact:play()
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Game.score = Game.score + 1
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Game.score = Game.score + 1
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-- block hit horizontal
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if b.position.x > (block.x + block.width) or b.position.x < block.x then
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b.velocity.dx = -b.velocity.dx
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else -- b.position.y > (block.y + block.height) or b.position.y < block.y then
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b.velocity.dy = -b.velocity.dy
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end
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end
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end
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end
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-- block hit horizontal
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if b.position.x > (block.x + block.width) or b.position.x < block.x then
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b.velocity.dx = -b.velocity.dx
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else -- b.position.y > (block.y + block.height) or b.position.y < block.y then
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b.velocity.dy = -b.velocity.dy
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end
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end
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end
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end
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-- GAME OVER
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if b.position.y > love.graphics.getHeight() then
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love.event.quit(0)
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end
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-- GAME OVER
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if b.position.y > love.graphics.getHeight() then
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love.event.quit(0)
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end
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-- WIN GAME??
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if Game.score == #Game.blocks then
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Game.is_playing = false
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end
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-- WIN GAME??
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if Game.score == #Game.blocks then
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Game.is_playing = false
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end
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end
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function love.draw()
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if Game.is_playing == false then
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love.graphics.clear(0.1, 0.9, 0.3, 1)
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.print("YOU WON! GOOD JOB!", love.graphics.getWidth() / 2, love.graphics.getHeight() / 2)
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love.graphics.print(
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"Press space to play again", love.graphics.getWidth() / 2, (love.graphics.getHeight() / 2) + 30
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)
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love.graphics.setColor(255, 255, 255, 255) -- white?
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love.graphics.draw(Assets.jirka,
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(love.graphics.getWidth() / 2) - 150,
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(love.graphics.getHeight() / 2) - 70)
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if Game.is_playing == false then
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love.graphics.clear(0.1, 0.9, 0.3, 1)
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love.graphics.setColor(0, 0, 0, 1)
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love.graphics.print("YOU WON! GOOD JOB!", love.graphics.getWidth() / 2, love.graphics.getHeight() / 2)
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love.graphics.print(
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"Press space to play again",
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love.graphics.getWidth() / 2,
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(love.graphics.getHeight() / 2) + 30
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)
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love.graphics.setColor(255, 255, 255, 255) -- white?
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love.graphics.draw(Assets.jirka, (love.graphics.getWidth() / 2) - 150, (love.graphics.getHeight() / 2) - 70)
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return
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end
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love.graphics.setColor(1, 1, 1, 1) -- white
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love.graphics.clear()
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return
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end
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love.graphics.setColor(1, 1, 1, 1) -- white
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love.graphics.clear()
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love.graphics.print("Score: " .. tostring(Game.score), 10, 10)
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love.graphics.print("Score: " .. tostring(Game.score), 10, 10)
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love.graphics.rectangle("fill", Player.x, Player.y, Player.width, Player.height)
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love.graphics.rectangle("fill", Player.x, Player.y, Player.width, Player.height)
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-- draw the ball
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love.graphics.circle("fill", Game.ball.position.x, Game.ball.position.y, Game.ball.radius)
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-- draw the ball
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love.graphics.circle("fill", Game.ball.position.x, Game.ball.position.y, Game.ball.radius)
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-- draw the blocks
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for _, block in ipairs(Game.blocks) do
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if block.active then
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love.graphics.setColor(block.color.r, block.color.g, block.color.b)
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love.graphics.rectangle("fill", block.x, block.y, block.width, block.height, 4, 4)
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end
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end
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-- draw the blocks
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for _, block in ipairs(Game.blocks) do
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if block.active then
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love.graphics.setColor(block.color.r, block.color.g, block.color.b)
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love.graphics.rectangle("fill", block.x, block.y, block.width, block.height, 4, 4)
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end
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end
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end
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-- INPUT HANDLING
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function love.keypressed(key)
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if key == "left" or key == "a" then
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Player.moving_left = true
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end
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if key == "right" or key == "d" then
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Player.moving_right = true
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end
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if key == "left" or key == "a" then
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Player.moving_left = true
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end
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if key == "right" or key == "d" then
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Player.moving_right = true
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end
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end
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function love.keyreleased(key)
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if key == "left" or key == "a" then
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Player.moving_left = false
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end
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if key == "right" or key == "d" then
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Player.moving_right = false
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end
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if key == "left" or key == "a" then
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Player.moving_left = false
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end
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if key == "right" or key == "d" then
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Player.moving_right = false
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end
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if Game.is_playing == false and key == "space" then
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resetGame()
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Game.is_playing = true
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end
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if Game.is_playing == false and key == "space" then
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resetGame()
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Game.is_playing = true
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end
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end
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-- UTILS
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function checkCollision(box, ball)
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local closestX = math.max(box.x, math.min(ball.position.x, box.x + box.width))
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local closestY = math.max(box.y, math.min(ball.position.y, box.y + box.height))
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local closestX = math.max(box.x, math.min(ball.position.x, box.x + box.width))
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local closestY = math.max(box.y, math.min(ball.position.y, box.y + box.height))
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local distanceX = ball.position.x - closestX
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local distanceY = ball.position.y - closestY
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local distanceX = ball.position.x - closestX
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local distanceY = ball.position.y - closestY
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local distanceSquared = (distanceX * distanceX) + (distanceY * distanceY)
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local distanceSquared = (distanceX * distanceX) + (distanceY * distanceY)
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return distanceSquared < (ball.radius * ball.radius)
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return distanceSquared < (ball.radius * ball.radius)
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end
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function setupGame()
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-- place the player
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Player.x = love.graphics.getWidth() / 2
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Player.y = love.graphics.getHeight() - 30
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-- place the player
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Player.x = love.graphics.getWidth() / 2
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Player.y = love.graphics.getHeight() - 30
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-- place the ball
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local px, py = Player.getCenter()
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Game.ball.position.x = px
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Game.ball.position.y = py - Player.height
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Game.ball.velocity.dx = (love.math.random() - 0.5) * Settings.ball_speed
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Game.ball.velocity.dy = -Settings.ball_speed
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-- place the ball
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local px, py = Player.getCenter()
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Game.ball.position.x = px
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Game.ball.position.y = py - Player.height
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Game.ball.velocity.dx = (love.math.random() - 0.5) * Settings.ball_speed
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Game.ball.velocity.dy = -Settings.ball_speed
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-- Setup block variables
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local cur_x = Settings.block_offset_x
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local cur_y = Settings.block_offset_y
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local gap = Settings.block_gap
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local block_width = (love.graphics.getWidth() - cur_x * 2 - gap * (Settings.block_cols - 1)) / Settings.block_cols
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-- Generate the actual blocks
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for row = 1, Settings.block_rows do
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for col = 1, Settings.block_cols do
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table.insert(Game.blocks, {
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x = cur_x,
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y = cur_y,
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width = block_width,
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height = Settings.block_height,
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color = {
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r = math.max(love.math.random(), 0.2),
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g = math.max(love.math.random(), 0.2),
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b = math.max(love.math.random(), 0.2)
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},
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active = true -- This is turned off when a box is hit
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})
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cur_x = cur_x + block_width + gap
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end
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cur_y = cur_y + Settings.block_height + gap
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cur_x = Settings.block_offset_x
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end
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-- Setup block variables
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local cur_x = Settings.block_offset_x
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local cur_y = Settings.block_offset_y
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local gap = Settings.block_gap
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local block_width = (love.graphics.getWidth() - cur_x * 2 - gap * (Settings.block_cols - 1)) / Settings.block_cols
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-- Generate the actual blocks
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for row = 1, Settings.block_rows do
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for col = 1, Settings.block_cols do
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table.insert(Game.blocks, {
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x = cur_x,
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y = cur_y,
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width = block_width,
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height = Settings.block_height,
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color = {
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r = math.max(love.math.random(), 0.2),
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g = math.max(love.math.random(), 0.2),
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b = math.max(love.math.random(), 0.2),
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},
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active = true, -- This is turned off when a box is hit
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})
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cur_x = cur_x + block_width + gap
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end
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cur_y = cur_y + Settings.block_height + gap
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cur_x = Settings.block_offset_x
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end
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end
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function resetGame()
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-- Remove all blocks
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for k in pairs(Game.blocks) do
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Game.blocks[k] = nil
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end
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-- reset score
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Game.score = 0
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-- Remove all blocks
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for k in pairs(Game.blocks) do
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Game.blocks[k] = nil
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end
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-- reset score
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Game.score = 0
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-- Reload
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setupGame()
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-- Reload
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setupGame()
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end
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Reference in New Issue
Block a user