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CC0 1.0 Universal
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Statement of Purpose
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For more information, please see
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<http://creativecommons.org/publicdomain/zero/1.0/>
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@ -0,0 +1,8 @@
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function love.conf(t)
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t.window.title = "Reflect"
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t.window.width = 700
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t.window.height = 700
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t.window.resizable = true
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t.version = "11.4"
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end
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local paddle_x = nil
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local paddle_y = nil
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local paddle_width = 0.1
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local paddle_height = 0.02
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local wall_thickness = 0.01
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local missiles = {}
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local missile_radius = 0.005
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local window_width = nil
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local window_height = nil
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local viewport_x_offset = nil
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local viewport_y_offset = nil
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local scale = nil
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function setScreenDimensions(width, height)
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window_width = width
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window_height = height
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viewport_x_offset = 0
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viewport_y_offset = 0
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scale = math.min(width, height)
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viewport_x_offset = (window_width - scale) / 2
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viewport_y_offset = (window_height - scale) / 2
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end
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function toScreenCoordinates(x, y)
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local screen_x = x * scale + viewport_x_offset
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local screen_y = y * scale + viewport_y_offset
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return screen_x, screen_y
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end
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function toScreenSize(size)
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return size * scale
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end
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function fromScreenCoordinate(x, y)
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local logical_x = (x - viewport_x_offset) / scale
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local logical_y = (y - viewport_y_offset) / scale
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return logical_x, logical_y
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end
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function love.load()
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love.mouse.setVisible(false)
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local width, height = love.graphics.getDimensions()
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setScreenDimensions(width, height)
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movePaddle(0)
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spawnMissile(0.5, 0.1, -0.1, -0.2)
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spawnMissile(0.5, 0.1, 0.1, 0.1)
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end
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function spawnMissile(x, y, dx, dy)
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table.insert(missiles, {
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x = x,
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y = y,
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dx = dx,
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dy = dy,
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reflected = false,
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})
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end
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function updateMissiles(dt)
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for i, missile in ipairs(missiles) do
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missile.x = missile.x + missile.dx * dt
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missile.y = missile.y + missile.dy * dt
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if missile.y < wall_thickness + missile_radius then
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-- Collision with top wall
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missile.y = wall_thickness + missile_radius
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missile.dy = -missile.dy
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end
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if missile.x < wall_thickness + missile_radius then
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-- Collision with left wall
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missile.x = wall_thickness + missile_radius
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missile.dx = -missile.dx
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elseif missile.x > 1 - (wall_thickness + missile_radius) then
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-- Collision with right wall
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missile.x = 1 - (wall_thickness + missile_radius)
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missile.dx = -missile.dx
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end
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local paddle_left = paddle_x - paddle_width/2
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local paddle_right = paddle_x + paddle_width/2
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local paddle_top = paddle_y - paddle_height/2
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if paddle_left <= missile.x and missile.x <= paddle_right and paddle_top <= missile.y and missile.y <= paddle_y then
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-- Collision with the paddle
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missile.y = paddle_top
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missile.dy = -missile.dy
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missile.reflected = true
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end
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end
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local i = 1
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while i <= #missiles do
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if missiles[i].y > 1 + missile_radius then
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-- Went off the bottom of the screen, delete
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table.remove(missiles, i)
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else
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i = i +1
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end
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end
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end
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function love.update(dt)
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updateMissiles(dt)
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end
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function movePaddle(screen_x)
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paddle_x = fromScreenCoordinate(screen_x, 0)
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paddle_x = math.max(paddle_x, paddle_width/2 + wall_thickness)
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paddle_x = math.min(paddle_x, 1 - (paddle_width/2 + wall_thickness))
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paddle_y = 0.9
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end
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love.mousemoved = movePaddle
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love.resize = setScreenDimensions
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function drawWalls()
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love.graphics.setColor(0, 0, 1)
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local x, y = toScreenCoordinates(0, 0)
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local width = toScreenSize(1)
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local height =toScreenSize(wall_thickness)
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love.graphics.rectangle('fill', x, y, width, height)
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local width = toScreenSize(wall_thickness)
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local height = toScreenSize(1)
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love.graphics.rectangle('fill', x, y, width, height)
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local x, y = toScreenCoordinates(1 - wall_thickness, 0)
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love.graphics.rectangle('fill', x, y, width, height)
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end
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function drawMissiles()
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for _, missile in ipairs(missiles) do
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local style = 'fill'
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if missile.reflected then
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love.graphics.setColor(1, 0.5, 0)
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style = 'line'
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else
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love.graphics.setColor(1, 0.5, 0.5)
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end
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local x, y = toScreenCoordinates(missile.x, missile.y)
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local radius = toScreenSize(missile_radius)
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love.graphics.circle(style, x, y, radius)
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end
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end
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function drawPaddle()
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love.graphics.setColor(1, 1, 1)
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local x, y = toScreenCoordinates(paddle_x - paddle_width / 2, paddle_y - paddle_height / 2)
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local width = toScreenSize(paddle_width)
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local height = toScreenSize(paddle_height)
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love.graphics.rectangle('fill', x, y, width, height)
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end
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function love.draw()
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drawWalls()
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drawMissiles()
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drawPaddle()
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end
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