BatsAndPray/main.lua

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animx = require "lib/animx"
class = require "lib/middleclass"
----------------------------------------
-- CONSTANTS
----------------------------------------
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left = 1; right = 2; up = 10; down = 20
upleft = 11; downleft = 21; upright = 12; downright = 22
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mainmenu = 0; game = 1; gameover = 2; pause = 3
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--------------------------------------------------------------------------------
-- GAME STATES
--------------------------------------------------------------------------------
-- LOVE
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----------------------------------------
-- LOAD
--------------------
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function love.load ()
vScale = 0
maxScore = 0
math.randomseed(os.time())
dieParticle = nil
love.graphics.setDefaultFilter("nearest", "nearest", 0)
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a_ttf = love.graphics.newFont("art/font/alagard.ttf", nil, "none")
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bg = love.graphics.newImage("art/bg/sky.png")
bgm = nil
flapSfx = love.audio.newSource( "art/sfx/flap.wav", "static")
cpuFlapSfx = love.audio.newSource( "art/sfx/cpuflap.wav", "static")
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dashSfx = love.audio.newSource( "art/sfx/dash.wav", "static")
cpuDashSfx = love.audio.newSource( "art/sfx/cpudash.wav", "static")
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bounceSfx = love.audio.newSource( "art/sfx/bounce.wav", "static")
waveSfx = love.audio.newSource( "art/sfx/wave.wav", "static")
lifeText = love.graphics.newText(a_ttf, "Press Enter")
waveText = love.graphics.newText(a_ttf, "")
bigText = love.graphics.newText(a_ttf, "Bats & Pray")
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frontMenu = nil
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-- for compliance with Statute 43.5 (2019); all birds must report births to local Officials
birdRegistry = {}
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mainmenu_load()
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end
--------------------
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-- UPDATE
--------------------
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function love.update ( dt )
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if ( mode == mainmenu ) then
mainmenu_update( dt )
elseif ( mode == game ) then
game_update( dt )
elseif ( mode == gameover ) then
gameover_update( dt )
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elseif ( mode == pause ) then
pause_update( dt )
end
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end
--------------------
-- DRAW
--------------------
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function love.draw ()
if ( vScale > 0 ) then
love.graphics.scale( vScale, vScale )
end
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love.graphics.draw(bg, 0, 0)
love.graphics.draw(bg, 512, 0)
love.graphics.draw(waveText, 200, 340, 0, 2, 2)
love.graphics.draw(lifeText, 125, 355, 0, 1.3, 1.3)
love.graphics.draw(bigText, 300, 300, 0, 3.5, 3.5)
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if ( mode == mainmenu ) then
mainmenu_draw()
elseif ( mode == game ) then
game_draw()
elseif ( mode == gameover ) then
gameover_draw()
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elseif ( mode == pause ) then
pause_draw()
end
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end
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function love.resize ( width, height )
vScale = height / 600
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end
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----------------------------------------
-- INPUT
----------------------------------------
function love.keypressed ( key )
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if ( mode == mainmenu ) then
mainmenu_keypressed( key )
elseif ( mode == game ) then
game_keypressed( key )
elseif ( mode == gameover ) then
gameover_keypressed( key )
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elseif ( mode == pause ) then
pause_keypressed( key )
end
end
function love.keyreleased (key)
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if ( mode == mainmenu ) then
mainmenu_keyreleased( key )
elseif ( mode == game ) then
game_keyreleased( key )
elseif ( mode == gameover ) then
gameover_keyreleased( key )
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elseif ( mode == pause ) then
pause_keyreleased( key )
end
end
----------------------------------------
-- MENU
----------------------------------------
-- LOAD
--------------------
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function mainmenu_load ()
mode = mainmenu
selection = 1
dieParticle = nil
waveText:set("[Enter]")
lifeText:set("")
bigText:set("Bats & Pray")
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helpScreen = false
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if ( bgm ) then
bgm:stop()
end
if ( bgm ) then
bgm:stop()
end
bgm = love.audio.newSource( "art/music/menu.ogg", "static")
bgm:play()
bgm:setLooping( true )
bgm:setVolume( 1.5 )
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p_over = nil; p_under = nil; p_bounce = nil; p_dash = nil; p_block = nil; p_bg = nil
helpOver = nil; helpBounce = nil; helpDash = nil; helpBlock = nil
helpScreen_setup()
frontMenu = Menu:new( 100, 100, 30, 50, 2,
{ { love.graphics.newText(a_ttf, "Play Game"),
function () game_load() end },
{ love.graphics.newText(a_ttf, "Help"),
function () helpScreen = true end },
{ love.graphics.newText(a_ttf, "Quit"),
function () love.event.quit( 0 ) end } } )
end
--------------------
-- UPDATE
--------------------
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function mainmenu_update ( dt )
end
--------------------
-- DRAW
--------------------
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function mainmenu_draw ()
if ( helpScreen == true ) then
helpScreen_draw()
elseif ( frontMenu ) then
frontMenu:draw()
end
end
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--------------------
-- INPUT
--------------------
function mainmenu_keypressed ( key )
if ( helpScreen == true) then
helpScreen = false
else
frontMenu:keypressed( key )
end
end
function mainmenu_keyreleased ( key )
frontMenu:keyreleased( key )
end
--------------------
-- HELP SCREEN
--------------------
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function helpScreen_setup ()
p_over = love.graphics.newImage("art/sprites/p-over.png")
p_under = love.graphics.newImage("art/sprites/p-under.png")
p_bounce = love.graphics.newImage("art/sprites/p-bounce.png")
p_dash = love.graphics.newImage("art/sprites/p-dash.png")
p_block = love.graphics.newImage("art/sprites/p-block.png")
p_block = love.graphics.newImage("art/sprites/p-block.png")
h_bg = love.graphics.newImage("art/bg/help.png")
helpOver = love.graphics.newText(a_ttf, "He on top, wins.")
helpBounce = love.graphics.newText(a_ttf, "Meet equals,\npart equals.")
helpBlock = love.graphics.newText(a_ttf, "Guard yourself.")
helpDash = love.graphics.newText(a_ttf, "Move with\n grace.")
helpLuck = love.graphics.newText(a_ttf, "Godspeed!")
helpControls = love.graphics.newText(a_ttf, "Arrows - Point Space - Flap A/Z - Dash S/X - Block")
end
function helpScreen_draw ()
love.graphics.draw(h_bg)
love.graphics.draw(p_over, 100, 50, 0, 1.5, 1.5)
love.graphics.draw(p_under, 535, 50, 0, 1.5, 1.5)
love.graphics.draw(helpOver, 285, 110, 0, 2.3)
love.graphics.draw(p_bounce, 50, 200, 0, 1.5, 1.5)
love.graphics.draw(helpBounce, 225, 250, 0, 2)
love.graphics.draw(p_dash, 585, 200, 0, 1.5, 1.5)
love.graphics.draw(helpDash, 440, 250, 0, 2)
love.graphics.draw(p_block, 320, 350, 0, 1.5, 1.5)
love.graphics.draw(helpBlock, 120, 420, 0, 2)
love.graphics.draw(helpLuck, 500, 420, 0, 2)
love.graphics.draw(helpControls, 205, 550, 0, 1.2)
end
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----------------------------------------
-- PAUSE
----------------------------------------
-- LOAD
--------------------
function pause_load ()
mode = pause
waveText:set("[Enter]")
lifeText:set("")
bigText:set("Paused")
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love.audio.pause()
sfx = love.audio.newSource( "art/sfx/pause.wav", "static")
sfx:play()
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end
--------------------
-- UPDATE
--------------------
function pause_update ( dt )
end
--------------------
-- DRAW
--------------------
function pause_draw ()
end
--------------------
-- INPUT
--------------------
function pause_keypressed ( key )
if ( key == "return" or key == "a" ) then
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sfx:stop()
sfx:play()
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unpauseGame()
elseif ( key == "escape" ) then
mainmenu_load()
end
end
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function pause_keyreleased ( key )
end
----------------------------------------
-- GAMEOVER
----------------------------------------
-- LOAD
--------------------
function gameover_load ()
mode = gameover
dieParticle = nil
lifeText:set("Best " .. maxScore)
bigText:set("Game Over")
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bgm:stop()
bgm = love.audio.newSource( "art/music/gameover.ogg", "static")
bgm:play()
end
--------------------
-- UPDATE
--------------------
function gameover_update ( dt )
end
--------------------
-- DRAW
--------------------
function gameover_draw ()
game_draw()
end
--------------------
-- INPUT
--------------------
function gameover_keypressed ( key )
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if ( key == "return" or key == "escape" ) then
mainmenu_load()
end
end
function gameover_keyreleased ( key )
end
----------------------------------------
-- GAME
----------------------------------------
-- LOAD
--------------------
function game_load ()
mode = game
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lives = 6
wave = 0
waveText:set( "Wave " .. wave )
lifeText:set( "Lives " .. lives )
bigText:set( "" )
player = Bat:new()
birdRegistry = {}
-- death particles
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diePArt = love.graphics.newImage("art/sprites/heart.png")
dieParticle = love.graphics.newParticleSystem(diePArt, 30)
dieParticle:setParticleLifetime(.5) -- Particles live at least 2s and at most 5s.
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dieParticle:setSizeVariation(1); dieParticle:setEmissionRate(0)
dieParticle:setLinearAcceleration(-200, -200, 200, 200) -- Random movement in all directions.
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dieParticle:setSpeed(40, 50); dieParticle:setColors(1, 1, 1, 1, 1, 1, 1, 0)
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bgm:stop()
bgm = love.audio.newSource( "art/music/game.ogg", "static")
bgm:play()
end
--------------------
-- UPDATE
--------------------
function game_update ( dt )
bird_n = table.maxn( birdRegistry )
dieParticle:update ( dt )
if ( bird_n == 0 ) then
nextWave()
end
for i = 1,bird_n do
if ( false == birdRegistry[i]:update( dt ) ) then
break
end
end
player:update( dt )
animx.update(dt)
end
--------------------
-- DRAW
--------------------
function game_draw ()
for i = 1,table.maxn(birdRegistry) do
birdRegistry[i]:draw()
end
player:draw()
if ( dieParticle ) then
love.graphics.draw(dieParticle)
end
end
--------------------
-- INPUT
--------------------
function game_keypressed ( key )
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if ( key == "right" ) then
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player.moving = true
player.direction = right
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player.pointing = setRight( player.pointing )
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elseif ( key == "left" ) then
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player.moving = true
player.direction = left
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player.pointing = setLeft( player.pointing )
elseif ( key == "up" ) then
player.pointing = setUp( player.pointing )
elseif ( key == "down" ) then
player.pointing = setDown( player.pointing )
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elseif ( key == "space" ) then
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player.flying = 2
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elseif ( key == "a" or key == "z" ) then
player:dash()
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elseif ( key == "s" or key == "x" ) then
player.blocking = true
elseif ( key == "escape" ) then
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pause_load()
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end
end
function game_keyreleased (key)
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if ( key == "right" and player.direction == right ) then
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if ( love.keyboard.isDown("left") ) then
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player.direction = left
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else
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player.moving = false
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end
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player.pointing = unsetRight( player.pointing )
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elseif ( key == "left" and player.direction == left ) then
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if ( love.keyboard.isDown("right") ) then
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player.direction = right
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else
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player.moving = false
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end
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player.pointing = unsetLeft( player.pointing )
elseif ( key == "up" ) then
player.pointing = unsetUp( player.pointing )
elseif ( key == "down" ) then
player.pointing = unsetDown( player.pointing )
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elseif ( key == "s" or key == "x" ) then
player.blocking = false
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end
end
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--------------------------------------------------------------------------------
-- ENTITY CLASSES
--------------------------------------------------------------------------------
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-- FLIER entity superclass
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----------------------------------------
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-- birds and bats both fly. fliers.
Flier = class('Flier')
function Flier:initialize ( x, y, actor )
self.x = x
self.y = y
self.y_vel = 0
self.x_vel = 0
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self.pointing = right
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self.moving = false
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self.blocking = false
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self.flying = 0
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self.dashTime = 0
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self.actor = actor
self.living = true
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end
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-- generic flier update: physics
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function Flier:update ( dt )
self:physics( dt )
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if ( self.dashTime > 0 ) then
self.dashTime = self.dashTime - dt
end
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end
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-- drawing the flier (ofc)
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function Flier:draw ( )
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if ( self.living == false ) then
self.actor:switch('die')
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elseif ( self.blocking == true ) then
self.actor:switch('block')
elseif ( self.blocking == false and self.actor:getName() == "block" ) then
self.actor:switch('idle')
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elseif ( self.flying > 0 ) then
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self.actor:switch('flap')
self.actor:getAnimation():restart()
self.flying = self.flying - 1
end
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if ( self.direction == right ) then
self.actor:flipX(true)
elseif (self.direction == left) then
self.actor:flipX(false)
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end
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self.actor:draw( self.x, self.y )
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end
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--------------------
-- "physics"
--------------------
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function Flier:physics ( dt )
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gravity = 1
floor = 500
ceiling = 0
max_vel = 300
min_vel = -300
turn = 150
if ( self.living ) then
self:physics_x( dt )
self:physics_y( dt )
return true
else
return self:physics_dead( dt )
end
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end
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-- physics on the x-axis
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function Flier:physics_x ( dt )
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if ( self.species ) then -- if bird
max_vel = 280
min_vel = -280
end
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-- holding arrow-key
if ( self.moving ) then
if ( self.x_vel < max_vel and self.direction == right ) then
self.x_vel = self.x_vel + (max_vel / turn)
elseif ( self.x_vel > min_vel and self.direction == left ) then
self.x_vel = self.x_vel - (max_vel / turn)
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end
else
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if ( self.x_vel > 0 ) then
self.x_vel = self.x_vel - (max_vel / (turn * 3))
elseif ( self.x_vel < 0 ) then
self.x_vel = self.x_vel + (max_vel / (turn * 3))
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end
end
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if ( self.x_vel >= max_vel ) then
self.x_vel = self.x_vel - (max_vel / (turn * 3))
elseif ( self.x_vel <= min_vel ) then
self.x_vel = self.x_vel + (max_vel / (turn * 3))
end
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if ( self.x < -5 ) then
self.x = 800
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elseif ( self.x > 805 ) then
self.x = 0
end
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self.x = self.x + self.x_vel * dt
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end
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-- physics on the y-axis
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function Flier:physics_y ( dt )
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-- wing-flap
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if ( self.flying > 0 and self.blocking == false ) then
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self.y_vel = -200
self.flying = self.flying - 1
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if ( self.species ) then
love.audio.play(cpuFlapSfx)
else
flapSfx:stop()
flapSfx:play()
end
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end
-- gravity
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if ( self.y < floor ) then
self.y_vel = self.y_vel + gravity
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end
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-- atmosphere (ceiling)
if ( self.y < ceiling ) then
self.y_vel = self.y_vel * -1
self.y = ceiling + 1
end
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-- too speedy
if ( self.y_vel >= max_vel ) then
self.y_vel = self.y_vel - (max_vel / (turn * 3))
elseif ( self.x_vel <= min_vel ) then
self.y_vel = self.y_vel + (max_vel / (turn * 3))
end
-- if on ground; flap your wings
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if ( self.y > floor ) then
self.y = floor
self.flying = 2
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end
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self.y = self.y + self.y_vel * dt
end
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-- if not living; in death-spiral
function Flier:physics_dead ( dt )
-- ignore all input, fall through bottom
gravity = 2
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if ( self.x_vel > 0 ) then
self.x_vel = self.x_vel - (max_vel / (turn * 3))
elseif ( self.x_vel < 0 ) then
self.x_vel = self.x_vel + (max_vel / (turn * 3))
end
if ( self.x < -10 ) then
self.x = 800
elseif ( self.x > 810 ) then
self.x = 0
end
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self.y_vel = self.y_vel + gravity
self.y = self.y + self.y_vel * dt
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self.x = self.x + self.x_vel * dt
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if ( self.y > 700 ) then
self:killFinalize()
return false
else
return true
end
end
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function Flier:dash ()
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if ( self.dashTime > 0 or self.blocking == true ) then
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return
end
self.dashTime = 1
if ( isUp(self.pointing) ) then
self.y_vel = max_vel * -1.5
elseif ( isDown(self.pointing) ) then
self.y_vel = max_vel * 1.5
end
if ( isRight(self.pointing) ) then
self.x_vel = max_vel * 2
elseif ( isLeft(self.pointing) ) then
self.x_vel = max_vel * -2
end
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if ( self.species ) then
cpuDashSfx:stop()
cpuDashSfx:play()
else
dashSfx:stop()
dashSfx:play()
end
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end
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-- kill the Flier, show cool particles
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function Flier:kill ( murderer )
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self.living = false
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if ( murderer ) then
self.x_vel = murderer.x_vel
end
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dieParticle:moveTo( self.x, self.y )
dieParticle:emit( 30 )
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if ( self.species ) then
sfx = love.audio.newSource( "art/sfx/fall.wav", "static")
else
sfx = love.audio.newSource( "art/sfx/lose.wav", "static")
end
sfx:play()
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end
-- run after Flier falls through screen
function Flier:killFinalize ()
end
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----------------------------------------
-- BAT player characters
----------------------------------------
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Bat = class('Bat', Flier)
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function Bat:initialize ()
-- animations
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batSheet = love.graphics.newImage("art/sprites/bat.png")
batFlapAnim = animx.newAnimation{
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img = batSheet, tileWidth = 32, frames = {2,3,4,5}
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}:onAnimOver( function()
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self.actor:switch('idle')
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end )
batIdleAnim = animx.newAnimation {
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img = batSheet, tileWidth = 32, frames = {1}
}
batDieAnim = animx.newAnimation {
img = batSheet, tileWidth = 32, frames = {6}
}
batBlockAnim = animx.newAnimation {
img = batSheet, tileWidth = 32, frames = {7}
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}
batActor = animx.newActor {
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['idle'] = batIdleAnim, ['flap'] = batFlapAnim, ['die'] = batDieAnim,
['block'] = batBlockAnim
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}:switch('idle')
Flier.initialize( self, 50, 100, batActor )
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end
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function Bat:update ( dt )
self:physics( dt )
self:checkBirdCollisions()
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if ( self.dashTime > 0 ) then
self.dashTime = self.dashTime - dt
end
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end
-- return whether or not the Bat's colliding with given object
function Bat:checkCollision ( other )
if ( colliding( self, other ) ) then
return true
else
return false
end
end
-- check collisions with every bird
function Bat:checkBirdCollisions ()
for i = 1,table.maxn( birdRegistry ) do
if ( self:checkCollision(birdRegistry[i]) ) then
judgeCollision( self, birdRegistry[i] )
return birdRegistry[i]
end
end
return nil
end
-- called after dead Bat falls through screen
function Bat:killFinalize()
lives = lives - 1
lifeText:set("Life " .. lives)
if ( lives <= 0 ) then
gameover_load()
else
self.y = -5
self.x = 300
self.living = true
end
end
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----------------------------------------
-- BIRD enemy characters
----------------------------------------
Bird = class('Bird', Flier)
function Bird:initialize ( x, y )
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self.species = math.random(1,3)
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-- animations
birdSheet = love.graphics.newImage("art/sprites/bird.png")
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flapFrames = { {2,3,4,5}, {9,10,11,12}, {16,17,18,19} }
idleFrames = { {1}, {8}, {15} }
dieFrames = { {6}, {13}, {20} }
blockFrames = { {7}, {14}, {21} }
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birdFlapAnim = animx.newAnimation{
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img = birdSheet, tileWidth = 32, tileHeight = 32, frames = flapFrames[self.species]
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}:onAnimOver( function()
self.actor:switch('idle')
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end )
birdIdleAnim = animx.newAnimation {
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img = birdSheet, tileWidth = 32, tileHeight = 32, frames = idleFrames[self.species]
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}
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birdDieAnim = animx.newAnimation {
img = birdSheet, tileWidth = 32, tileHeight = 32, frames = dieFrames[self.species]
}
birdBlockAnim = animx.newAnimation {
img = birdSheet, tileWidth = 32, tileHeight = 32, frames = blockFrames[self.species]
}
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birdActor = animx.newActor {
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['idle'] = birdIdleAnim, ['flap'] = birdFlapAnim, ['die'] = birdDieAnim,
['block'] = birdBlockAnim
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}:switch('idle')
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self.actor = birdActor
if ( self.species == 3 ) then
self.direction = math.random(left, right)
else
self.direction = right
end
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Flier.initialize( self, x, y, birdActor )
end
function Bird:update ( dt )
self:destiny()
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if ( self.dashTime > 0 ) then
self.dashTime = self.dashTime - dt
end
return self:physics( dt )
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end
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-- basic "ai" (determines where the bird should go)
function Bird:destiny ()
self:destiny_x()
self:destiny_y()
end
-- "ai" on x-axis of species 1
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function Bird:destiny_x ()
if ( self.species == 1 ) then
-- fly around the screen, left to right, right to left
if ( self.x > 450 ) then
self.direction = left
elseif ( self.x < 250 ) then
self.direction = right
end
elseif ( self.species == 2 ) then
-- follow the player bat
if ( self.x > player.x + 25 and math.random(0,50) == 25 ) then
self.direction = left
elseif ( self.x < player.x - 25 and math.random(0,50) == 25 ) then
self.direction = right
end
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end
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if ( self.species > 1 ) then
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if ( inRange( self.x, player.x - 40, player.x + 40 )
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and math.random(0,300) == 25 ) then
if ( self.y < player.y ) then
self.pointing = down
else
self.pointing = up
end
self:dash()
end
end
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self.moving = true
end
-- "ai" on y-axis of species 1
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function Bird:destiny_y ()
if ( self.y > player.y + 50 and math.random(0,100) == 25 ) then
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self.flying = 2
end
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if ( self.species > 1 ) then
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if ( inRange( self.y, player.y - 40, player.y + 40 )
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and math.random(0,300) == 25 ) then
if ( self.x < player.x ) then
self.pointing = right
else
self.pointing = left
end
self:dash()
end
end
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end
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-- after dead bird falls through screen
function Bird:killFinalize()
index = indexOf(birdRegistry, self)
table.remove( birdRegistry, index )
end
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--------------------------------------------------------------------------------
-- MENUS blah blah blah
--------------------------------------------------------------------------------
Menu = class("Menu")
function Menu:initialize( x, y, offset_x, offset_y, scale, menuItems )
self.x = x; self.y = y
self.offset_x = offset_x; self.offset_y = offset_y
self.scale = scale
self.options = menuItems
self.selected = 1
self.enter = false
self.up = false
self.down = false
end
function Menu:draw ( )
for i = 1,table.maxn(self.options) do
this_y = self.y + ( self.offset_y * i )
love.graphics.draw( self.options[i][1],
self.x, this_y, 0, self.scale, self.scale )
if ( i == self.selected ) then
love.graphics.draw( love.graphics.newText(a_ttf, ">>"),
self.x - self.offset_x, this_y, 0,
self.scale, self.scale)
end
end
end
function Menu:keypressed ( key )
maxn = table.maxn( self.options )
if ( key == "return" and self.enter == false ) then
self.enter = true
if ( self.options[self.selected][2] ) then
self.options[self.selected][2]()
end
elseif ( key == "up" and self.selected > 1 and self.up == false ) then
self.up = true
self.selected = self.selected - 1
elseif ( key == "up" and self.up == false ) then
self.up = true
self.selected = maxn
elseif ( key == "down" and self.selected < maxn and self.down == false ) then
self.down = true
self.selected = self.selected + 1
elseif ( key == "down" and self.down == false ) then
self.down = true
self.selected = 1
end
end
function Menu:keyreleased ( key )
if ( key == "return" ) then
self.enter = false
elseif ( key == "up" ) then
self.up = false
elseif ( key == "down" ) then
self.down = false
end
end
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--------------------------------------------------------------------------------
-- MISC GAME LOGIC
--------------------------------------------------------------------------------
-- set up a new wave of birds
function nextWave ( )
wave = wave + 1
waveText:set("Wave " .. wave)
if ( wave > maxScore) then
maxScore = wave
end
love.audio.play(waveSfx)
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bird_n = wave * 2
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for i = 1,bird_n do
if ( i % 2 == 0 ) then
birdRegistry[i] = Bird:new( math.random(-20, 0), math.random(0, 600) )
else
birdRegistry[i] = Bird:new( math.random(800, 820), math.random(0, 600) )
end
end
end
-- assuming a and b are colliding, act accordingly
-- aka, bounce-back or kill one
function judgeCollision ( a, b )
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if ( a.y < b.y - 12 and ( b.living ) and ( a.living or a.class() == "Bat" ) ) then
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if ( (maxSpeed( a.x_vel ) or a.dashTime > 0) and b.blocking == true ) then
a.x_vel = a.x_vel * -1
b.x_vel = b.x_vel * -1
else
b:kill( a )
end
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elseif ( a.y > b.y + 12 and ( a.living ) and ( b.living or a.class() == "Bat" ) ) then
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if ( (maxSpeed( b.x_vel ) or b.dashTime > 0) and a.blocking == true ) then
a.x_vel = a.x_vel * -1
b.x_vel = b.x_vel * -1
else
a:kill( b )
end
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elseif ( a.living and b.living ) then
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if ( maxSpeed(b.x_vel) and a.blocking == false ) then
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a.kill( b )
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elseif ( maxSpeed(a.x_vel) and b.blocking == false ) then
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b.kill( a )
else
a.x_vel = a.x_vel * -1
b.x_vel = b.x_vel * -1
end
bounceSfx:stop()
bounceSfx:play()
end
end
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function maxSpeed ( speed )
if ( inRange( speed, -301, 301 ) ) then
return false
else
return true
end
end
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function pauseGame ()
pause_load()
end
function unpauseGame ()
mode = game
love.audio.play(bgm)
waveText:set( "Wave " .. wave )
lifeText:set( "Lives " .. lives )
bigText:set( "" )
end
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--------------------------------------------------------------------------------
-- UTIL blah blah blah
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--------------------------------------------------------------------------------
-- return whether or not two objects are colliding/overlapping
function colliding ( a, b )
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if ( inRange(a.x, b.x - 16, b.x + 16) and inRange(a.y, b.y + -16, b.y + 16) ) then
return true
else
return false
end
end
-- return whether or not 'a' is within range
function inRange ( a, min, max )
if ( min < a and a < max ) then
return true
else
return false
end
end
-- return the num with greatest absolute value
function greatestAbs ( a, b )
if ( abs(a) > abs(b) ) then
return a
else
return b
end
end
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-- return index of given item in list
function indexOf ( list, item )
for i = 1,table.maxn(list) do
if ( list[i] == item ) then
return i
end
end
return 0
end
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--------------------
-- RIDICULOUS DIRECTION FUNCTIONS
--------------------
-- idk if Lua has macros, if it does, that'd be *WAY* better than this shit
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function isRight ( direction ) return ( direction == 2 or direction == 12 or direction == 22 ) end
function isLeft ( direction ) return ( direction == 1 or direction == 11 or direction == 21 ) end
function isUp ( direction ) return ( 10 <= direction and direction < 20 ) end
function isDown ( direction ) return ( 20 <= direction and direction < 30 ) end
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function setLeft ( direction )
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if ( isLeft(direction) ) then return direction
elseif ( isRight(direction) ) then return direction - 1
else return direction + 1
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end
end
function unsetLeft ( direction )
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if ( isLeft(direction ) ) then return direction - left
else return direction
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end
end
function setRight ( direction )
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if ( isRight(direction) ) then return direction
elseif ( isLeft(direction) ) then return direction + 1
else return direction + 2
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end
end
function unsetRight ( direction )
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if ( isRight(direction ) ) then return direction - right
else return direction
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end
end
function setUp ( direction )
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if ( isUp(direction) == true ) then return direction
elseif ( isDown(direction) == true ) then return direction - 10
else return direction + up
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end
end
function unsetUp ( direction )
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if ( isUp(direction ) ) then return direction - up
else return direction
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end
end
function setDown ( direction )
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if ( isDown(direction) ) then return direction
elseif ( isUp(direction) ) then return direction + 10
else return direction + down
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end
end
function unsetDown ( direction )
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if ( isDown( direction ) ) then return direction - down
else return direction
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end
end