mike: placed ball and player into an 'actors' table; blocks will also go here

This commit is contained in:
Logen Kain 2017-07-25 21:31:57 -07:00
parent e6c1ecb364
commit 46c7910eaa
4 changed files with 15 additions and 11 deletions

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@ -1 +1 @@
save_game/*
save_game/savefile.lua

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@ -14,7 +14,7 @@ function love.keyreleased(key)
-- save
elseif key == SAVE_KEY then
--love.filesystem.write(saveFile, Tserial.pack(player, false, true))
GameState.save(player, "player")
GameState.save(actors, "actors")
-- Load
elseif key == LOAD_KEY then

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@ -8,27 +8,32 @@ function love.load()
screen = {}
screen.width = love.graphics.getWidth()
screen.height = love.graphics.getHeight()
-- Create a table to hold all actors
actors = {}
-- Create a table to hold all the player data
player = create_object(screen.width /2, screen.height - 50, 30, 5, 500)
actors.player = create_object(screen.width /2, screen.height - 50, 30, 5, 500)
-- Create a table to hold ball data
ball = create_object(screen.width /2, screen.height /2, 1, 1, 600)
ball.x_speed = (ball.speed /2)
ball.y_speed = (ball.speed /2)
actors.ball = create_object(screen.width /2, screen.height /2, 1, 1, 600)
actors.ball.x_speed = (actors.ball.speed /2)
actors.ball.y_speed = (actors.ball.speed /2)
end
function love.update(dt)
player = check_keys(player, screen, dt)
ball = ball_bounce(player, ball, dt)
actors.player = check_keys(actors.player, screen, dt)
actors.ball = ball_bounce(actors.player, actors.ball, dt)
end
function love.draw()
--Draw paddle
love.graphics.rectangle("line", player.x, player.y, player.width, player.height)
love.graphics.rectangle("line", actors.player.x, actors.player.y,
actors.player.width, actors.player.height)
--Draw ball
love.graphics.rectangle("line", ball.x, ball.y, ball.width, ball.height)
love.graphics.rectangle("line", actors.ball.x, actors.ball.y,
actors.ball.width, actors.ball.height)
--FPS counter
love.graphics.print("FPS: "..tostring(love.timer.getFPS( )), 10, 10)
end

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@ -1 +0,0 @@
player = { x = 266, y = 550, width = 30, height = 5, speed = 500, }