Fix Lua syntax errors caused by bad regex replacement
This commit is contained in:
@@ -87,9 +87,9 @@ function draw()
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local state = game.vars.state
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local state = game.vars.state
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if state == STATE_MENU then
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if state == STATE_MENU then
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renderer.text_scaled(game.width(, 2) / 2 - 35, game.height() / 2 - 30, "AIR HOCKEY", true)
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renderer.text_scaled(game.width() / 2 - 35, game.height() / 2 - 30, "AIR HOCKEY", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "First to " .. tostring(MAX_SCORE), true)
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renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "First to " .. tostring(MAX_SCORE), true, 2)
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elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
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elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
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-- Draw center line
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-- Draw center line
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@@ -109,14 +109,14 @@ function draw()
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renderer.circle(math.floor(game.vars.puck_x + 0.5), math.floor(game.vars.puck_y + 0.5), PUCK_RADIUS, true, true)
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renderer.circle(math.floor(game.vars.puck_x + 0.5), math.floor(game.vars.puck_y + 0.5), PUCK_RADIUS, true, true)
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-- Draw scores
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-- Draw scores
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renderer.text_scaled(game.width(, 2) / 2 - 30, 5, tostring(game.vars.paddle_left_score), true)
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renderer.text_scaled(game.width() / 2 - 30, 5, tostring(game.vars.paddle_left_score), true, 2)
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renderer.text_scaled(game.width(, 2) / 2 + 20, 5, tostring(game.vars.paddle_right_score), true)
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renderer.text_scaled(game.width() / 2 + 20, 5, tostring(game.vars.paddle_right_score), true, 2)
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if state == STATE_GAME_OVER then
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if state == STATE_GAME_OVER then
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local winner = game.vars.paddle_left_score > game.vars.paddle_right_score and "Player 1" or "Player 2"
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local winner = game.vars.paddle_left_score > game.vars.paddle_right_score and "Player 1" or "Player 2"
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renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 - 20, "GAME OVER", true)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 20, "GAME OVER", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2, winner .. " Wins!", true)
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renderer.text_scaled(game.width() / 2 - 40, game.height() / 2, winner .. " Wins!", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
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renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2)
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end
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end
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end
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end
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end
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end
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@@ -100,8 +100,8 @@ function draw()
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local state = game.vars.state
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local state = game.vars.state
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if state == STATE_MENU then
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if state == STATE_MENU then
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renderer.text_scaled(game.width(, 2) / 2 - 35, game.height() / 2 - 30, "ASTEROIDS", true)
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renderer.text_scaled(game.width() / 2 - 35, game.height() / 2 - 30, "ASTEROIDS", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
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elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
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elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
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-- Draw asteroids (convert to integers)
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-- Draw asteroids (convert to integers)
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@@ -134,12 +134,12 @@ function draw()
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end
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end
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-- Draw score
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-- Draw score
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renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score, 2), true)
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renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score), true, 2)
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renderer.text_scaled(10, 20, "Level: " .. tostring(game.vars.level, 2), true)
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renderer.text_scaled(10, 20, "Level: " .. tostring(game.vars.level), true, 2)
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if state == STATE_GAME_OVER then
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if state == STATE_GAME_OVER then
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renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2, "GAME OVER", true)
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renderer.text_scaled(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true, 2)
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end
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end
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end
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end
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end
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end
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@@ -73,7 +73,7 @@ function draw()
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if game.vars.state == STATE_PAUSED then
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if game.vars.state == STATE_PAUSED then
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renderer.text_scaled(10, 10, "PAUSED - Tap to start", true, 2)
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renderer.text_scaled(10, 10, "PAUSED - Tap to start", true, 2)
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else
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else
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renderer.text_scaled(10, 10, "Frames: " .. tostring(game.vars.frame_count, 2), true)
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renderer.text_scaled(10, 10, "Frames: " .. tostring(game.vars.frame_count), true, 2)
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renderer.text_scaled(10, 25, "Tap to pause", true, 2)
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renderer.text_scaled(10, 25, "Tap to pause", true, 2)
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end
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end
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@@ -92,8 +92,8 @@ function draw()
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local state = game.vars.state
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local state = game.vars.state
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if state == STATE_MENU then
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if state == STATE_MENU then
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renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2 - 30, "BREAKOUT", true)
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renderer.text_scaled(game.width() / 2 - 30, game.height() / 2 - 30, "BREAKOUT", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
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elseif state == STATE_PLAYING then
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elseif state == STATE_PLAYING then
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-- Draw bricks
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-- Draw bricks
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@@ -115,18 +115,18 @@ function draw()
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renderer.circle(math.floor(game.vars.ball_x + 0.5), math.floor(game.vars.ball_y + 0.5), BALL_RADIUS, true, true)
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renderer.circle(math.floor(game.vars.ball_x + 0.5), math.floor(game.vars.ball_y + 0.5), BALL_RADIUS, true, true)
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-- Draw score and lives
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-- Draw score and lives
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renderer.text_scaled(5, 5, "Score: " .. tostring(game.vars.score, 2), true)
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renderer.text_scaled(5, 5, "Score: " .. tostring(game.vars.score), true, 2)
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renderer.text_scaled(game.width(, 2) - 50, 5, "Lives: " .. tostring(game.vars.lives), true)
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renderer.text_scaled(game.width() - 50, 5, "Lives: " .. tostring(game.vars.lives), true, 2)
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elseif state == STATE_GAME_OVER then
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elseif state == STATE_GAME_OVER then
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renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 20, "GAME OVER", true)
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renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
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renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
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renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2)
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elseif state == STATE_LEVEL_COMPLETE then
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elseif state == STATE_LEVEL_COMPLETE then
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renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 - 20, "LEVEL COMPLETE!", true)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 20, "LEVEL COMPLETE!", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
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renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
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renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2)
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end
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end
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end
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end
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@@ -33,12 +33,12 @@ function draw()
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-- Draw count (centered)
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-- Draw count (centered)
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local count_text = "Count: " .. tostring(game.vars.count)
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local count_text = "Count: " .. tostring(game.vars.count)
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renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 10, count_text, true)
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renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 10, count_text, true, 2)
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-- Draw last touch position
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-- Draw last touch position
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if game.vars.count > 0 then
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if game.vars.count > 0 then
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local pos_text = "Last: (" .. tostring(game.vars.last_x) .. ", " .. tostring(game.vars.last_y) .. ")"
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local pos_text = "Last: (" .. tostring(game.vars.last_x) .. ", " .. tostring(game.vars.last_y) .. ")"
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renderer.text_scaled(20, game.height(, 2) - 30, pos_text, true)
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renderer.text_scaled(20, game.height() - 30, pos_text, true, 2)
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-- Draw marker at last touch (convert to integers)
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-- Draw marker at last touch (convert to integers)
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renderer.circle(math.floor(game.vars.last_x + 0.5), math.floor(game.vars.last_y + 0.5), 5, true, false)
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renderer.circle(math.floor(game.vars.last_x + 0.5), math.floor(game.vars.last_y + 0.5), 5, true, false)
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@@ -74,8 +74,8 @@ function draw()
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local state = game.vars.state
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local state = game.vars.state
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if state == STATE_MENU then
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if state == STATE_MENU then
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renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 30, "FLAPPY BIRD", true)
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renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 30, "FLAPPY BIRD", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
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elseif state == STATE_PLAYING then
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elseif state == STATE_PLAYING then
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-- Draw bird (convert to integer)
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-- Draw bird (convert to integer)
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@@ -94,12 +94,12 @@ function draw()
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end
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end
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-- Draw score
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-- Draw score
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renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score, 2), true)
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renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score), true, 2)
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elseif state == STATE_GAME_OVER then
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elseif state == STATE_GAME_OVER then
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renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 30, "GAME OVER", true)
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renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 30, "GAME OVER", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
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renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true)
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renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true, 2)
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end
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end
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end
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end
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@@ -81,9 +81,9 @@ function draw()
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local state = game.vars.state
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local state = game.vars.state
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if state == STATE_MENU then
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if state == STATE_MENU then
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renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 - 30, "LUNAR LANDER", true)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 30, "LUNAR LANDER", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 70, game.height() / 2 - 5, "Land in the zone safely", true)
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renderer.text_scaled(game.width() / 2 - 70, game.height() / 2 - 5, "Land in the zone safely", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 + 20, "Tap to Start", true)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true, 2)
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elseif state == STATE_PLAYING or state == STATE_LANDED or state == STATE_CRASHED then
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elseif state == STATE_PLAYING or state == STATE_LANDED or state == STATE_CRASHED then
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-- Draw terrain
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-- Draw terrain
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@@ -111,18 +111,18 @@ function draw()
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end
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end
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-- Draw stats
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-- Draw stats
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renderer.text_scaled(5, 5, "Fuel: " .. tostring(math.floor(game.vars.fuel, 2)), true)
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renderer.text_scaled(5, 5, "Fuel: " .. tostring(math.floor(game.vars.fuel)), true, 2)
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renderer.text_scaled(5, 15, "Speed: " .. tostring(math.floor(game.vars.lander_vel_y * 10, 2)), true)
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renderer.text_scaled(5, 15, "Speed: " .. tostring(math.floor(game.vars.lander_vel_y * 10)), true, 2)
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if state == STATE_LANDED then
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if state == STATE_LANDED then
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renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 20, "LANDED!", true)
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renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 20, "LANDED!", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
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renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
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renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2)
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end
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end
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if state == STATE_CRASHED then
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if state == STATE_CRASHED then
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renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 20, "CRASHED!", true)
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renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 20, "CRASHED!", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
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renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2)
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end
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end
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end
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end
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end
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end
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@@ -177,8 +177,8 @@ function draw()
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local state = game.vars.state
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local state = game.vars.state
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if state == STATE_MENU then
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if state == STATE_MENU then
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renderer.text_scaled(game.width(, 2) / 2 - 20, game.height() / 2 - 30, "TETRIS", true)
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renderer.text_scaled(game.width() / 2 - 20, game.height() / 2 - 30, "TETRIS", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
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elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
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elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
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-- Draw grid
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-- Draw grid
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@@ -203,12 +203,12 @@ function draw()
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end
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end
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-- Draw score
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-- Draw score
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renderer.text_scaled(game.width(, 2) - 50, 10, "Score: " .. tostring(game.vars.score), true)
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renderer.text_scaled(game.width() - 50, 10, "Score: " .. tostring(game.vars.score), true, 2)
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renderer.text_scaled(game.width(, 2) - 50, 20, "Lines: " .. tostring(game.vars.lines), true)
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renderer.text_scaled(game.width() - 50, 20, "Lines: " .. tostring(game.vars.lines), true, 2)
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if state == STATE_GAME_OVER then
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if state == STATE_GAME_OVER then
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renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2, "GAME OVER", true)
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renderer.text_scaled(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true, 2)
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renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true)
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renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true, 2)
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end
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end
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end
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end
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end
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end
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Reference in New Issue
Block a user