more game declarations
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89c3b42db2
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1 changed files with 5 additions and 4 deletions
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@ -9,6 +9,8 @@ local function initGame()
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bullet = {
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bullet = {
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timerLimit = 0.5,
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timerLimit = 0.5,
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radius = 5,
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radius = 5,
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speed = 500,
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time = 4,
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},
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},
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},
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},
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asteroids = {
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asteroids = {
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@ -105,9 +107,8 @@ function love.update(dt)
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if bullet.timeLeft <= 0 then
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if bullet.timeLeft <= 0 then
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table.remove(state.bullets, bulletIndex)
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table.remove(state.bullets, bulletIndex)
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else
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else
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local bulletSpeed = 500
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bullet.x = (bullet.x + math.cos(bullet.angle) * game.ship.bullet.speed * dt) % game.width
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bullet.x = (bullet.x + math.cos(bullet.angle) * bulletSpeed * dt) % game.width
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bullet.y = (bullet.y + math.sin(bullet.angle) * game.ship.bullet.speed * dt) % game.height
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bullet.y = (bullet.y + math.sin(bullet.angle) * bulletSpeed * dt) % game.height
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end
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end
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for asteroidIndex = #state.asteroids, 1, -1 do
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for asteroidIndex = #state.asteroids, 1, -1 do
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local asteroid = state.asteroids[asteroidIndex]
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local asteroid = state.asteroids[asteroidIndex]
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@ -143,7 +144,7 @@ function love.update(dt)
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x = state.ship.x + math.cos(state.ship.angle) * game.ship.radius,
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x = state.ship.x + math.cos(state.ship.angle) * game.ship.radius,
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y = state.ship.y + math.sin(state.ship.angle) * game.ship.radius,
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y = state.ship.y + math.sin(state.ship.angle) * game.ship.radius,
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angle = state.ship.angle,
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angle = state.ship.angle,
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timeLeft = 4,
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timeLeft = game.ship.bullet.time,
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})
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})
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end
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end
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end
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end
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