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Author SHA1 Message Date
Adolfo Reyna
06f5976865 Fix Lua syntax errors caused by bad regex replacement 2026-02-13 15:31:21 -05:00
8 changed files with 49 additions and 49 deletions

View File

@@ -87,9 +87,9 @@ function draw()
local state = game.vars.state
if state == STATE_MENU then
renderer.text_scaled(game.width(, 2) / 2 - 35, game.height() / 2 - 30, "AIR HOCKEY", true)
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true)
renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "First to " .. tostring(MAX_SCORE), true)
renderer.text_scaled(game.width() / 2 - 35, game.height() / 2 - 30, "AIR HOCKEY", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "First to " .. tostring(MAX_SCORE), true, 2)
elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
-- Draw center line
@@ -109,14 +109,14 @@ function draw()
renderer.circle(math.floor(game.vars.puck_x + 0.5), math.floor(game.vars.puck_y + 0.5), PUCK_RADIUS, true, true)
-- Draw scores
renderer.text_scaled(game.width(, 2) / 2 - 30, 5, tostring(game.vars.paddle_left_score), true)
renderer.text_scaled(game.width(, 2) / 2 + 20, 5, tostring(game.vars.paddle_right_score), true)
renderer.text_scaled(game.width() / 2 - 30, 5, tostring(game.vars.paddle_left_score), true, 2)
renderer.text_scaled(game.width() / 2 + 20, 5, tostring(game.vars.paddle_right_score), true, 2)
if state == STATE_GAME_OVER then
local winner = game.vars.paddle_left_score > game.vars.paddle_right_score and "Player 1" or "Player 2"
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 - 20, "GAME OVER", true)
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2, winner .. " Wins!", true)
renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 20, "GAME OVER", true, 2)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2, winner .. " Wins!", true, 2)
renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2)
end
end
end

View File

@@ -100,8 +100,8 @@ function draw()
local state = game.vars.state
if state == STATE_MENU then
renderer.text_scaled(game.width(, 2) / 2 - 35, game.height() / 2 - 30, "ASTEROIDS", true)
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true)
renderer.text_scaled(game.width() / 2 - 35, game.height() / 2 - 30, "ASTEROIDS", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
-- Draw asteroids (convert to integers)
@@ -134,12 +134,12 @@ function draw()
end
-- Draw score
renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score, 2), true)
renderer.text_scaled(10, 20, "Level: " .. tostring(game.vars.level, 2), true)
renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score), true, 2)
renderer.text_scaled(10, 20, "Level: " .. tostring(game.vars.level), true, 2)
if state == STATE_GAME_OVER then
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2, "GAME OVER", true)
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true, 2)
end
end
end

View File

@@ -73,7 +73,7 @@ function draw()
if game.vars.state == STATE_PAUSED then
renderer.text_scaled(10, 10, "PAUSED - Tap to start", true, 2)
else
renderer.text_scaled(10, 10, "Frames: " .. tostring(game.vars.frame_count, 2), true)
renderer.text_scaled(10, 10, "Frames: " .. tostring(game.vars.frame_count), true, 2)
renderer.text_scaled(10, 25, "Tap to pause", true, 2)
end

View File

@@ -92,8 +92,8 @@ function draw()
local state = game.vars.state
if state == STATE_MENU then
renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2 - 30, "BREAKOUT", true)
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true)
renderer.text_scaled(game.width() / 2 - 30, game.height() / 2 - 30, "BREAKOUT", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
elseif state == STATE_PLAYING then
-- Draw bricks
@@ -115,18 +115,18 @@ function draw()
renderer.circle(math.floor(game.vars.ball_x + 0.5), math.floor(game.vars.ball_y + 0.5), BALL_RADIUS, true, true)
-- Draw score and lives
renderer.text_scaled(5, 5, "Score: " .. tostring(game.vars.score, 2), true)
renderer.text_scaled(game.width(, 2) - 50, 5, "Lives: " .. tostring(game.vars.lives), true)
renderer.text_scaled(5, 5, "Score: " .. tostring(game.vars.score), true, 2)
renderer.text_scaled(game.width() - 50, 5, "Lives: " .. tostring(game.vars.lives), true, 2)
elseif state == STATE_GAME_OVER then
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 20, "GAME OVER", true)
renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true, 2)
renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2)
renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2)
elseif state == STATE_LEVEL_COMPLETE then
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 - 20, "LEVEL COMPLETE!", true)
renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 20, "LEVEL COMPLETE!", true, 2)
renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2)
renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2)
end
end

View File

@@ -33,12 +33,12 @@ function draw()
-- Draw count (centered)
local count_text = "Count: " .. tostring(game.vars.count)
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 10, count_text, true)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 10, count_text, true, 2)
-- Draw last touch position
if game.vars.count > 0 then
local pos_text = "Last: (" .. tostring(game.vars.last_x) .. ", " .. tostring(game.vars.last_y) .. ")"
renderer.text_scaled(20, game.height(, 2) - 30, pos_text, true)
renderer.text_scaled(20, game.height() - 30, pos_text, true, 2)
-- Draw marker at last touch (convert to integers)
renderer.circle(math.floor(game.vars.last_x + 0.5), math.floor(game.vars.last_y + 0.5), 5, true, false)

View File

@@ -74,8 +74,8 @@ function draw()
local state = game.vars.state
if state == STATE_MENU then
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 30, "FLAPPY BIRD", true)
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 30, "FLAPPY BIRD", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
elseif state == STATE_PLAYING then
-- Draw bird (convert to integer)
@@ -94,12 +94,12 @@ function draw()
end
-- Draw score
renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score, 2), true)
renderer.text_scaled(10, 10, "Score: " .. tostring(game.vars.score), true, 2)
elseif state == STATE_GAME_OVER then
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 30, "GAME OVER", true)
renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 30, "GAME OVER", true, 2)
renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2)
renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Restart", true, 2)
end
end

View File

@@ -81,9 +81,9 @@ function draw()
local state = game.vars.state
if state == STATE_MENU then
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 - 30, "LUNAR LANDER", true)
renderer.text_scaled(game.width(, 2) / 2 - 70, game.height() / 2 - 5, "Land in the zone safely", true)
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 + 20, "Tap to Start", true)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 - 30, "LUNAR LANDER", true, 2)
renderer.text_scaled(game.width() / 2 - 70, game.height() / 2 - 5, "Land in the zone safely", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Start", true, 2)
elseif state == STATE_PLAYING or state == STATE_LANDED or state == STATE_CRASHED then
-- Draw terrain
@@ -111,18 +111,18 @@ function draw()
end
-- Draw stats
renderer.text_scaled(5, 5, "Fuel: " .. tostring(math.floor(game.vars.fuel, 2)), true)
renderer.text_scaled(5, 15, "Speed: " .. tostring(math.floor(game.vars.lander_vel_y * 10, 2)), true)
renderer.text_scaled(5, 5, "Fuel: " .. tostring(math.floor(game.vars.fuel)), true, 2)
renderer.text_scaled(5, 15, "Speed: " .. tostring(math.floor(game.vars.lander_vel_y * 10)), true, 2)
if state == STATE_LANDED then
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 20, "LANDED!", true)
renderer.text_scaled(game.width(, 2) / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 20, "LANDED!", true, 2)
renderer.text_scaled(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true, 2)
renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2)
end
if state == STATE_CRASHED then
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2 - 20, "CRASHED!", true)
renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2 - 20, "CRASHED!", true, 2)
renderer.text_scaled(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true, 2)
end
end
end

View File

@@ -177,8 +177,8 @@ function draw()
local state = game.vars.state
if state == STATE_MENU then
renderer.text_scaled(game.width(, 2) / 2 - 20, game.height() / 2 - 30, "TETRIS", true)
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true)
renderer.text_scaled(game.width() / 2 - 20, game.height() / 2 - 30, "TETRIS", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true, 2)
elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
-- Draw grid
@@ -203,12 +203,12 @@ function draw()
end
-- Draw score
renderer.text_scaled(game.width(, 2) - 50, 10, "Score: " .. tostring(game.vars.score), true)
renderer.text_scaled(game.width(, 2) - 50, 20, "Lines: " .. tostring(game.vars.lines), true)
renderer.text_scaled(game.width() - 50, 10, "Score: " .. tostring(game.vars.score), true, 2)
renderer.text_scaled(game.width() - 50, 20, "Lines: " .. tostring(game.vars.lines), true, 2)
if state == STATE_GAME_OVER then
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2, "GAME OVER", true)
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true)
renderer.text_scaled(game.width() / 2 - 40, game.height() / 2, "GAME OVER", true, 2)
renderer.text_scaled(game.width() / 2 - 50, game.height() / 2 + 20, "Tap to Menu", true, 2)
end
end
end