Add more sounds, more feedback on victory condition.
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ae75751f32
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@ -95,7 +95,7 @@ local function OnImpact( impact, score, pass, level )
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chime:setPitch( GetPitch( th ) )
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chime:setPitch( GetPitch( th ) )
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chime:setPosition( r * math.cos( th ), r * math.sin( th ) )
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chime:setPosition( r * math.cos( th ), r * math.sin( th ) )
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chime:setVolume( 0.1 + level / 200 )
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chime:setVolume( 0.1 + level / 200 )
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local highgain = math.max( 0, math.min( score, 1.0 ) - (pass and 0.0 or 0.5))
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local highgain = math.max( 0, math.min( score, 1.0 ) - (pass and 0.0 or 0.9))
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chime:setFilter{
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chime:setFilter{
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type = "lowpass",
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type = "lowpass",
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volume = 0.5 * impact.speed,
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volume = 0.5 * impact.speed,
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@ -111,6 +111,11 @@ local function OnVictory( )
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type = "reverb",
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type = "reverb",
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volume = 1.0,
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volume = 1.0,
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decaytime = 20,} )
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decaytime = 20,} )
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love.audio.setEffect( "droneReverb", {
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type = "reverb",
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volume = 1.0,
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decaytime = 20,} )
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end
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end
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--score is the hypothetical "beat score" that would be attained
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--score is the hypothetical "beat score" that would be attained
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100
main.lua
100
main.lua
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@ -12,6 +12,7 @@ local OnImpact
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local OnVictory
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local OnVictory
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local BeatScore
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local BeatScore
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local Draw
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local Draw
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local Update
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local ExtrapolateBeatScore
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local ExtrapolateBeatScore
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local _ExtrapolateBeatScore
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local _ExtrapolateBeatScore
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@ -84,7 +85,9 @@ local function NewGame()
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OnImpact = _OnImpact
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OnImpact = _OnImpact
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ExtrapolateBeatScore = _ExtrapolateBeatScore
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ExtrapolateBeatScore = _ExtrapolateBeatScore
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love.draw = Draw
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love.draw = Draw
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love.update = Update
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particles:reset()
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particles:reset()
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particles:setSizes( 0.0007, 0.0001, 0.0003 )
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state.Reset()
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state.Reset()
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marble.Reset()
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marble.Reset()
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wave.Reset()
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wave.Reset()
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@ -100,19 +103,23 @@ function love.load()
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love.graphics.newImage( "prideflag.png" ),
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love.graphics.newImage( "prideflag.png" ),
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1024)
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1024)
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particles:setSizes( 0.00015, 0.0001, 0.00018 )
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--particles:setSizes( 0.0007, 0.0001, 0.0003 )
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particles:setSizeVariation( 1 )
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particles:setSizeVariation( 1 )
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particles:setRadialAcceleration( 0, 0.5 )
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particles:setRadialAcceleration( 0, 0.5 )
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particles:setSpeed( 0.2, 1 )
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particles:setSpeed( 0.2, 1 )
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particles:setLinearDamping( 1, 10 )
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particles:setLinearDamping( 1, 10 )
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particles:setRelativeRotation( true )
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particles:setRelativeRotation( true )
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particles:setEmitterLifetime( -1 )
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particles:setEmitterLifetime( -1 )
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particles:setParticleLifetime( 0, 15 )
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particles:setParticleLifetime( 0, 5 )
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particles:setSpread( 0.05 )
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particles:setSpread( 0.05 )
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particles:setColors(
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particles:setColors(
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1, 1, 1, 1,
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1, 1, 1, 1,
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91 / 255, 206 / 255, 250 / 255, 1,
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91 / 255, 206 / 255, 250 / 255, 1,
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245 / 255, 169 / 255, 184 / 255, 1,
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245 / 255, 169 / 255, 184 / 255, 1,
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1,1,1,0,
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245 / 255, 169 / 255, 184 / 255, 1,
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1,1,1,0,
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245 / 255, 169 / 255, 184 / 255, 1,
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1,1,1,0
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1,1,1,0
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)
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)
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@ -181,22 +188,64 @@ end
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OnVictory = function()
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OnVictory = function()
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particles:setParticleLifetime( 0, 30 )
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particles:setSizes( 0.001, 0.0001, 0.0005 )
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particles:setColors(
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1, 1, 1, 1,
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245 / 255, 169 / 255, 184 / 255, 1,
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1, 1, 1, 1,
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1, 1, 1, 0,
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0, 0, 0, 1,
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245 / 255, 169 / 255, 184 / 255, 1,
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0, 0, 0, 1,
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1, 1, 1, 0
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)
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particles:setPosition( 0, 0 )
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particles:setEmissionArea( "normal", 0.5, 0.5, 0, true )
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particles:emit( 500 )
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particles:setEmissionArea( "normal", 0.1, 0.1, 0, true )
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love.graphics.setCanvas( marble.Canvas() )
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love.graphics.setCanvas()
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local totalTime = love.timer.getTime() - state.startTime
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local totalTime = love.timer.getTime() - state.startTime
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OnImpact = function() end
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OnImpact = function() end
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love.update = function( dt )
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while dt > step do
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marble.Integrate( step )
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wave.Integrate( step )
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marble.Update()
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wave.Update()
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dt = dt - step
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end
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local marblePos = marble.Current()
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particles:emit( 10 )
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particles:update( dt )
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particles:moveTo( marblePos.x, marblePos.y )
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end
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love.draw = function()
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love.draw = function()
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love.graphics.push( "transform" )
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love.graphics.applyTransform( transform )
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love.graphics.setColor( 1, 1, 1, 1 )
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love.graphics.setColor( 1, 1, 1, 1 )
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love.graphics.draw( particles )
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love.graphics.pop()
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text.Draw( 119 )
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text.Draw( 119 )
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love.graphics.setColor( 1, 1, 1, 1 )
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love.graphics.printf(
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love.graphics.printf(
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"your.time:\n"..totalTime,
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"time:\n"..string.format( "%.3f", totalTime ):gsub( "%.", "," ),
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0, 0.5 * love.graphics.getHeight(),
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0, 0.5 * love.graphics.getHeight() - love.graphics.getFont():getHeight(),
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love.graphics.getWidth(),
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love.graphics.getWidth(),
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"center"
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"center"
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)
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)
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marble.Draw()
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marble.Draw()
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end
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end
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marble.OnVictory()
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marble.OnVictory()
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love.graphics.setBackgroundColor( 91 / 255, 206 / 255, 250 / 255 ) --Trans blue.
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love.graphics.setBackgroundColor( 91 / 255, 206 / 255, 250 / 255 ) --Trans blue.
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end
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end
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@ -207,41 +256,15 @@ Draw = function()
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love.graphics.push( "transform" )
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love.graphics.push( "transform" )
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love.graphics.applyTransform( transform )
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love.graphics.applyTransform( transform )
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wave.Draw( score )
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love.graphics.setColor( 1.0, 1.0, 1.0, 1.0 )
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love.graphics.setColor( 1.0, 1.0, 1.0, 1.0 )
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love.graphics.draw(particles, 0, 0)
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love.graphics.draw(particles, 0, 0)
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wave.Draw( score )
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--[[if debugRenderImpact then
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love.graphics.setLineWidth( 0.01 )
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love.graphics.setColor( 1, 0, 0, 0.5 ) --Red: Incoming
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love.graphics.line(
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debugRenderImpact.xi,
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debugRenderImpact.yi,
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debugRenderImpact.xf,
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debugRenderImpact.yf)
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love.graphics.setColor( 0, 1, 0, 0.5 ) --Green: Normal
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love.graphics.line(
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debugRenderImpact.xi,
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debugRenderImpact.yi,
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debugRenderImpact.xn,
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debugRenderImpact.yn)
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love.graphics.setColor( 0, 0, 1, 0.5 ) -- Blue: Outgoing
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love.graphics.line(
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debugRenderImpact.xi,
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debugRenderImpact.yi,
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debugRenderImpact.vxout,
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debugRenderImpact.vyout)
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end]]
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love.graphics.pop()
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love.graphics.pop()
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sitelenpona.Draw( text.words[state.currentBeat] )
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sitelenpona.Draw( text.words[state.currentBeat] )
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marble.Draw()
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marble.Draw()
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text.Draw( state.currentBeat )
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text.Draw( state.currentBeat )
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@ -250,7 +273,7 @@ end
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function love.update( dt )
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Update = function( dt )
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audio.Update( ExtrapolateBeatScore(), state.currentBeat )
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audio.Update( ExtrapolateBeatScore(), state.currentBeat )
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particles:update( dt )
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particles:update( dt )
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@ -275,6 +298,7 @@ function love.update( dt )
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end
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end
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state.timeToSimulate = dt
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state.timeToSimulate = dt
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end
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end
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_Update = Update
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function love.keypressed( key, code, isRepeat )
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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 == "escape" then return love.event.quit() end
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@ -13,7 +13,6 @@ local function State( )
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return { t = 0, x = 0, y = 0, dx = 0, dy = 0 }
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return { t = 0, x = 0, y = 0, dx = 0, dy = 0 }
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end
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end
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function marble.Current() return curState end
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function marble.Current() return curState end
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function marble.Next() return newState end
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function marble.Next() return newState end
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@ -99,7 +98,7 @@ end
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function marble.OnVictory()
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function marble.OnVictory()
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marble.Draw = function()
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--[[marble.Draw = function()
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--Extrapolate forward for slightly smoother rendering.
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--Extrapolate forward for slightly smoother rendering.
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local dt = love.timer.getTime() - curState.t
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local dt = love.timer.getTime() - curState.t
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@ -118,7 +117,7 @@ function marble.OnVictory()
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love.graphics.setCanvas()
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love.graphics.setCanvas()
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end
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end]]
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end
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end
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function marble.Draw()
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function marble.Draw()
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6
wave.lua
6
wave.lua
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@ -47,9 +47,9 @@ local shader = love.graphics.newShader([[
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p.y = -p.y;
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p.y = -p.y;
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float r = r( atan(p.y, p.x) ) - length( p );
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float r = r( atan(p.y, p.x) ) - length( p );
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float q = float( r < 0.01 ) * clamp( 1.0 - score, 0.0, 1.0 ) ;
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float q = float( r < 0.05) * clamp( 1.0 - score, 0.0, 1.0 ) ;
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return vec4( q + (1.0 + clamp( score, 0.0, 1.0 ) * r * r * 0.2) * color.xyz, float(r > 0.0)) ;
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return vec4( q + (1.0 + clamp( score, 0.0, 1.0 ) * r * r * 0.2) * color.xyz, float(r > 0.0) ) ;
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}
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}
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]])
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]])
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@ -150,7 +150,7 @@ end
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--Apply bandlimited impulse to wave, adjust free parameters according to game state.
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--Apply bandlimited impulse to wave, adjust free parameters according to game state.
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local function OnImpact( impact, level )
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local function OnImpact( impact, level )
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IMPULSESIZE = 1.0 + 9.0 * math.sqrt( level / 120.0 )
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IMPULSESIZE = 10.0 * math.sqrt( ( level - 2.0) / 120.0 )
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SOUNDSPEED = 25 - 10 * level / 120
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SOUNDSPEED = 25 - 10 * level / 120
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DAMPING = 0.02 * ( 1.0 - 0.4 * level / 120 )
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DAMPING = 0.02 * ( 1.0 - 0.4 * level / 120 )
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