mike: placed ball and player into an 'actors' table; blocks will also go here
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@@ -8,27 +8,32 @@ function love.load()
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screen = {}
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screen.width = love.graphics.getWidth()
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screen.height = love.graphics.getHeight()
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-- Create a table to hold all actors
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actors = {}
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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, 500)
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actors.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, 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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actors.ball = create_object(screen.width /2, screen.height /2, 1, 1, 600)
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actors.ball.x_speed = (actors.ball.speed /2)
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actors.ball.y_speed = (actors.ball.speed /2)
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end
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function love.update(dt)
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player = check_keys(player, screen, dt)
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ball = ball_bounce(player, ball, dt)
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actors.player = check_keys(actors.player, screen, dt)
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actors.ball = ball_bounce(actors.player, actors.ball, dt)
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end
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function love.draw()
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--Draw paddle
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love.graphics.rectangle("line", player.x, player.y, player.width, player.height)
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love.graphics.rectangle("line", actors.player.x, actors.player.y,
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actors.player.width, actors.player.height)
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--Draw ball
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love.graphics.rectangle("line", ball.x, ball.y, ball.width, ball.height)
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love.graphics.rectangle("line", actors.ball.x, actors.ball.y,
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actors.ball.width, actors.ball.height)
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--FPS counter
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love.graphics.print("FPS: "..tostring(love.timer.getFPS( )), 10, 10)
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end
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