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function love.load()
lplayer = {}
lplayer.x = 0
lplayer.y = love.graphics.getHeight() / 2
lplayer.len = 10
lplayer.height = 70
lplayer.pixels = 1200
rplayer = {}
rplayer.x = love.graphics.getWidth() - 10
rplayer.y = love.graphics.getHeight() / 2
rplayer.len = 10
rplayer.height = 70
rplayer.pixels = 1200
ball = {}
ball.x = love.graphics.getWidth() / 2
ball.y = love.graphics.getHeight() / 2
ball.len = 10
ball.height = 10
ball.dx = -300
ball.dy = 150
end
function love.update(dt)
-- INPUT FROM PLAYER 1 --
if (love.keyboard.isDown('d')) then
if ((lplayer.y + lplayer.height) < love.graphics.getHeight()) then
lplayer.y = lplayer.y + (lplayer.pixels * dt)
end
end
if (love.keyboard.isDown('a')) then
if (lplayer.y > 0) then
lplayer.y = lplayer.y - (lplayer.pixels * dt)
end
end
-- INPUT FROM PLAYER 2 --
if (love.keyboard.isDown('h')) then
if ((rplayer.y + rplayer.height) < love.graphics.getHeight()) then
rplayer.y = rplayer.y + (rplayer.pixels * dt)
end
end
if (love.keyboard.isDown('k')) then
if (rplayer.y > 0) then
rplayer.y = rplayer.y - (rplayer.pixels * dt)
end
end
-- UP and DOWN COLLISSION --
if (ball.y == 0) then
ball.dy = -ball.dy
elseif(ball.y == love.graphics.getHeight()) then
ball.dy = -ball.dy
end
-- BALL MOVEMENT --
ball.x = ball.x + (ball.dx * dt)
ball.y = ball.y + (ball.dy * dt)
-- BALL PADDLECOLISSION --
if (ball.x == lplayer.len and ball.y <= lplayer.y and ball.y >=(lplayer.y-lplayer.height)) then
ball.dx = -ball.dx
end
if (ball.x == (love.graphics.getWidth() - rplayer.len) and ball.y <= rplayer.y and ball.y >= (rplayer.y - rplayer.height)) then
ball.dx = -ball.dx
end
end
function love.draw()
love.graphics.setColor(255, 255, 255)
love.graphics.rectangle("fill", lplayer.x, lplayer.y, lplayer.len, lplayer.height)
love.graphics.rectangle("fill", rplayer.x, rplayer.y, rplayer.len, rplayer.height)
love.graphics.rectangle("fill", ball.x, ball.y, ball.len, ball.height)
end