Marble controller.
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11865da481
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55
main.lua
55
main.lua
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@ -1,6 +1,9 @@
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local love = love
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step = 1.0 / 120.0
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local step = step
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local sitelenpona
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local text
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local marble
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local sounds = {
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@ -15,28 +18,16 @@ state = {
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state.beat = {}
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state.startTime = love.timer.getTime()
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state.currentBeat = 1
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state.timeToSimulate = 0.0
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end,
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timeToSimulate = 0.0,
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isGameStarted = false,
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beatScoreThreshold = 1.0,
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lastBeatScore = 0.0,
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currentBeat = 1,
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startTime = 0.0,
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stickX = 0.0,
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stickY = 0.0,
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stickT = 0.0,
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particle = {
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x = 0.0,
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y = 0.0,
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dx = 0.0,
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dy = 0.0,
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ddx = 0.0,
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ddy = 0.0,
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Update = function() end,
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Draw = function() end
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},
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wave = {
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x = { 1.0, 0.0, -0.5, 0.2, 0.4, 0.8, 0.3, 0.9, -0.4, 0.8, 0.5, 0.1, -0.9 },
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dx = { 1.0, 0.0, -0.5, 0.2, 0.4, 0.8, 0.3, 0.9, -0.4, 0.8, 0.5, 0.1, -0.9 },
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@ -62,10 +53,13 @@ state = {
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}
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function love.load()
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love.graphics.setBackgroundColor( 245 / 255, 169 / 255, 184 / 255 ) --Trans pink.
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--love.graphics.setBackgroundColor( 91 / 255, 206 / 255, 250 / 255 ) --Trans blue.
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sounds.goodPing = love.audio.newSource("soundTest.ogg", "static")
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sounds.badPing = love.audio.newSource("chime8.ogg", "static")
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sitelenpona = assert( require "sitelenpona" )
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text = assert( require "text" )
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marble = assert( require "marble" )
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return state.Reset()
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end
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@ -101,7 +95,7 @@ local function BeatScore( t )
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--Calculate beat score.
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local score = dt * dt / ( mu * mu )
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local TOLERANCE = 1.00001
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local TOLERANCE = 1.04
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if dt < mu then
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return TOLERANCE * score
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else
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@ -117,6 +111,8 @@ end
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local function OnImpact( impact )
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local score = BeatScore( impact.t )
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--DEBUG
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state.lastBeatScore = score
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if score > state.beatScoreThreshold then
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state.beatScoreThreshold = 1.0
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@ -142,8 +138,9 @@ function love.draw()
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love.graphics.print( state.beat.mu or 0, 0)
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love.graphics.print( state.beat.t or 0, 0, 10)
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love.graphics.print( state.beatScoreThreshold, 0, 20)
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love.graphics.setColor(0, 0.4, 0.4)
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love.graphics.print( state.lastBeatScore, 0, 30 )
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sitelenpona.Draw( text.tok[state.currentBeat] )
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marble.Draw()
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love.graphics.setColor(0.5, 0.2, 0.8, 0.5)
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love.graphics.circle("fill", 0, 0, 10)
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end
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@ -151,29 +148,19 @@ end
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function love.update( dt )
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end
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local function UpdateStick()
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state.stickT = love.timer.getTime()
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local x = (love.keyboard.isDown( "w" ) and 1.0 or 0.0) - (love.keyboard.isDown( "s" ) and 1.0 or 0.0)
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local y = (love.keyboard.isDown( "d" ) and 1.0 or 0.0) - (love.keyboard.isDown( "a" ) and 1.0 or 0.0)
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local n = math.sqrt( x * x + y * y )
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if n < 0.001 then
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state.stickX = x
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state.stickY = y
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else
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state.stickX = x / n
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state.stickY = y / n
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dt = dt + state.timeToSimulate
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while dt > step do
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marble.Update()
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dt = dt - step
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end
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end
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function love.keypressed( key, code, isRepeat )
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if key == "escape" then return love.event.quit() end
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if key == "enter" then return OnImpact{ t = love.timer.getTime() } end
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return UpdateStick()
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if key == "return" then return OnImpact{ t = love.timer.getTime() } end
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return marble.OnKey()
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end
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function love.keyreleased( key, code )
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return UpdateStick()
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return marble.OnKey()
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end
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@ -0,0 +1,57 @@
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--Character controller. Renders point particle.
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local love = love
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local step = assert( step )
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local state
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local FRICTION = 0.005
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local MAXSPEED = 1.0
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local t, x, y, dx, dy, ddx, ddy
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local function Update()
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t = love.timer.getTime()
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dx = (1.0 - FRICTION) * dx + FRICTION * ddx
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dy = (1.0 - FRICTION) * dy + FRICTION * ddy
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x = x + dx * step * MAXSPEED
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y = y + dy * step * MAXSPEED
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end
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local function OnKey()
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ddx = (love.keyboard.isScancodeDown( "d" ) and 1.0 or 0.0) - (love.keyboard.isScancodeDown( "a" ) and 1.0 or 0.0)
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ddy = (love.keyboard.isScancodeDown( "s" ) and 1.0 or 0.0) - (love.keyboard.isScancodeDown( "w" ) and 1.0 or 0.0)
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local n = math.sqrt( ddx * ddx + ddy * ddy )
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if n < 0.001 then return end
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ddx, ddy = ddx / n, ddy / n
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end
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local function Draw()
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local dt = love.timer.getTime() - t
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local rx, ry = x + dt * dx, y + dt * dy
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love.graphics.setColor( 0.0, 0.0, 0.0, 0.8 )
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love.graphics.circle( "fill", rx, ry, 10 )
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end
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local function Impact( impact )
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end
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local function Reset()
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t = love.timer.getTime()
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x = 0
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y = 0
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dx = 0
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dy = 0
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ddx = 0
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ddy = 0
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end
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Reset()
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return {
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Update = Update,
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OnKey = OnKey,
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Draw = Draw,
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Impact = Impact,
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Reset = Reset,
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}
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