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No commits in common. "0aa9418dc2dbedcbab0a2c0a41bc9a64a8a106b7" and "444e4305c52e7640df41b3bc70b1a6c800f6a5d1" have entirely different histories.
0aa9418dc2
...
444e4305c5
76
main.lua
76
main.lua
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@ -289,16 +289,6 @@ local function find_unattached_bubbles()
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return unattached
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end
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-- don't allow aiming backwards or straight sideways
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local function clamp_launcher_angle(angle)
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if (angle >= 0 and angle <= tau / 4) or angle > tau * 25 / 26 then
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angle = tau * 25 / 26
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elseif angle > tau / 4 and angle < tau * 14 / 26 then
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angle = tau * 14 / 26
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end
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return angle
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end
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local function start_level()
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game.game_over = false
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game.paused = false
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@ -454,6 +444,29 @@ function love.update(dt)
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end
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end
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if game.paused or game.game_over then
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return
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end
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if game.show_aim_guide then
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for i = 1, #game.aim_guide do
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local dot = game.aim_guide[i]
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if dot.tween then
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if dot.tween.delay == 0 then
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dot.tween.t = dot.tween.t + 1
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if dot.tween.t == dot.tween.d then
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dot.tween.t = 0
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else
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dot.x = easing.linear(dot.tween.t, dot.tween.b_x, dot.tween.c_x, dot.tween.d)
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dot.y = easing.linear(dot.tween.t, dot.tween.b_y, dot.tween.c_y, dot.tween.d)
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end
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else
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dot.tween.delay = dot.tween.delay - 1
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end
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end
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end
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end
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if game.current_bubble and game.current_bubble.tween then
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game.current_bubble.tween.t = game.current_bubble.tween.t + 1
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if game.current_bubble.tween.t == game.current_bubble.tween.d then
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@ -484,29 +497,6 @@ function love.update(dt)
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end
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end
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if game.paused or game.game_over then
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return
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end
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if game.show_aim_guide then
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for i = 1, #game.aim_guide do
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local dot = game.aim_guide[i]
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if dot.tween then
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if dot.tween.delay == 0 then
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dot.tween.t = dot.tween.t + 1
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if dot.tween.t == dot.tween.d then
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dot.tween.t = 0
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else
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dot.x = easing.linear(dot.tween.t, dot.tween.b_x, dot.tween.c_x, dot.tween.d)
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dot.y = easing.linear(dot.tween.t, dot.tween.b_y, dot.tween.c_y, dot.tween.d)
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end
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else
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dot.tween.delay = dot.tween.delay - 1
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end
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end
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end
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end
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if game.ceiling_drop_tween then
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local old_y = game.ceiling_bottom
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game.ceiling_drop_tween.t = game.ceiling_drop_tween.t + 1
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@ -975,17 +965,6 @@ function love.mousepressed(x, y, button, is_touch, presses)
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end
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end
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function love.wheelmoved(x, y)
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if y ~= 0 then
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local angle = game.launcher_rotation
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angle = angle + (y < 0 and 0.01 or -0.01)
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game.launcher_rotation = clamp_launcher_angle(angle)
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if game.show_aim_guide then
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generate_aim_guide(game.launcher_rotation)
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end
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end
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end
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function love.mousemoved(x, y, dx, dy, is_touch)
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if not game.game_over then
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local diff_x = x - game.launcher_x
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@ -997,7 +976,14 @@ function love.mousemoved(x, y, dx, dy, is_touch)
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angle = angle + tau
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end
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game.launcher_rotation = clamp_launcher_angle(angle)
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-- don't allow aiming backwards
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if (angle >= 0 and angle <= tau / 4) or angle >= tau * 25 / 26 then
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angle = tau * 25 / 26
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elseif angle >= tau / 4 and angle <= tau * 14 / 26 then
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angle = tau * 14 / 26
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end
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game.launcher_rotation = angle
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if game.show_aim_guide then
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generate_aim_guide(game.launcher_rotation)
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