mike: Now resepcts delta time (dt)
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@ -61,10 +61,10 @@ end
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function ball_bounce(player, ball)
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function ball_bounce(player, ball, dt)
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local paddle_hit = false
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ball.x = ball.x + ball.x_speed
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ball.y = ball.y + ball.y_speed
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ball.x = ball.x + (ball.x_speed *dt)
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ball.y = ball.y + (ball.y_speed *dt)
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--If ball hits screen wall
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if ball.x >= screen.width or ball.x < 0 then
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@ -33,7 +33,7 @@ function half_speed(object_speed)
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end
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end
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function check_keys(object, screen)
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function check_keys(object, screen, dt)
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local newObject = {}
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newObject.x = object.x
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newObject.y = object.y
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@ -42,11 +42,11 @@ function check_keys(object, screen)
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newObject.speed = object.speed
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if love.keyboard.isDown(MOVE_RIGHT) then
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newObject.x = newObject.x + half_speed(newObject.speed)
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newObject.x = newObject.x + half_speed(newObject.speed * dt)
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end
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if love.keyboard.isDown(MOVE_LEFT) then
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newObject.x = newObject.x - half_speed(newObject.speed)
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newObject.x = newObject.x - half_speed(newObject.speed * dt)
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end
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if screen_col_detect(newObject, screen) then
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@ -10,9 +10,9 @@ function love.load()
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screen.height = love.graphics.getHeight()
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-- Create a table to hold all the player data
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player = create_object(screen.width /2, screen.height - 50, 30, 5, 10)
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player = create_object(screen.width /2, screen.height - 50, 30, 5, 500)
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-- Create a table to hold ball data
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ball = create_object(screen.width /2, screen.height /2, 1, 1, 10)
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ball = create_object(screen.width /2, screen.height /2, 1, 1, 600)
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ball.x_speed = (ball.speed /2)
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ball.y_speed = (ball.speed /2)
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@ -20,8 +20,8 @@ function love.load()
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end
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function love.update(dt)
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player = check_keys(player, screen)
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ball = ball_bounce(player, ball)
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player = check_keys(player, screen, dt)
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ball = ball_bounce(player, ball, dt)
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end
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function love.draw()
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