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@monkeyman32123
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--# Main
displayMode(OVERLAY)
function setup()
allupdated = false
heroloc = vec2(WIDTH/2,HEIGHT/2)
herosize = 30
perworldwidth = 768
worldmap = worldmaps[1]
numwid = math.sqrt(#worldmap)
worlds={}
for i=0, numwid-1 do
for b=0,numwid-1 do
worlds[b+(i*numwid)] = World(worldmap[(b+(i*numwid))+1],vec2((WIDTH/2)+(b*perworldwidth)-1,(HEIGHT/2)+(i*perworldwidth)-1),perworldwidth)
end
end
for i = 0, #worlds do
worlds[i]:m2(vec2(-perworldwidth*math.floor(numwid/2),-perworldwidth*math.floor(numwid/2)))
end
j = Joystiqs()
rotangle = 0
col = color(255,0,0,255)
blend = 0
red = true
orange = false
yellow = false
green = false
teal = false
blue = false
purple = false
violet = false
end
function draw()
background(255, 255, 255, 255)
j:j1Calc()
if j:getmag() ~= nil and j:getang() ~= nil then
local m = j:getmag()
rotangle = j:getang()
for i = 0, #worlds do
worlds[i]:move(m,rotangle)
end
end
for i=0,#worlds do
worlds[i]:draw()
end
j:draw()
pushMatrix()
translate(heroloc.x,heroloc.y)
rotate(math.deg(rotangle))
fill(col)
strokeWidth(1)
local r = 127.5+(127.5-col.r)
local g = 127.5+(127.5-col.g)
local b = 127.5+(127.5-col.b)
stroke(r,g,b,255)
colorCycle()
ellipse(0,0,herosize)
popMatrix()
fill(0, 0, 255, 255)
text(1/DeltaTime,WIDTH/2,HEIGHT-50)
j:cleanJoystickData()
allupdated = false
end
function touched(touch)
j:touched(touch)
end
worldmaps = {
{9,2,2,2,6,
5,1,1,1,3,
5,1,1,1,3,
5,1,1,1,3,
8,4,4,4,7},
}
function colorCycle()
if red then
local c2 = color(255,0,0,255)
local c1 = color(255,125,0,255)
col = c1:mix(c2,blend)
if blend >= 1 then
blend = 0
red = false
orange = true
end
elseif orange then
local c2 = color(255,125,0,255)
local c1 = color(255,255,0,255)
col = c1:mix(c2,blend)
if blend >= 1 then
blend = 0
orange = false
yellow = true
end
elseif yellow then
local c2 = color(255,255,0,255)
local c1 = color(0,255,0,255)
col = c1:mix(c2,blend)
if blend >= 1 then
blend = 0
yellow = false
green = true
end
elseif green then
local c2 = color(0,255,0,255)
local c1 = color(0, 255, 255, 255)
col = c1:mix(c2,blend)
if blend >= 1 then
blend = 0
green = false
teal = true
end
elseif teal then
local c2 = color(0,255,255,255)
local c1 = color(0,0,255,255)
col = c1:mix(c2,blend)
if blend >= 1 then
blend = 0
teal = false
blue = true
end
elseif blue then
local c2 = color(0, 0, 255, 255)
local c1 = color(125,0,255,255)
col = c1:mix(c2,blend)
if blend >= 1 then
blend = 0
blue = false
purple = true
end
elseif purple then
local c2 = color(125,0,255,255)
local c1 = color(255, 0, 255, 255)
col = c1:mix(c2,blend)
if blend >= 1 then
blend = 0
purple = false
violet = true
end
elseif violet then
local c2 = color(255, 0, 255, 255)
local c1 = color(255, 0, 0, 255)
col = c1:mix(c2,blend)
if blend >= 1 then
blend = 0
violet = false
red = true
end
end
blend = blend + .01
end
--# World
World = class()
function World:init(lvl, loc, wid)
self.loc = vec2(loc.x-wid/2,loc.y-wid/2)
self.leveltiles = levels[lvl]
self.leveltileslocs = {}
local numdir = math.sqrt(#self.leveltiles)
self.numdir = numdir
self.widhei = wid/numdir
for i=0, numdir-1 do
for b=0, numdir do
self.leveltileslocs[b+(i*numdir)] = vec2(b*self.widhei,i*self.widhei)
end
end
table.remove(self.leveltileslocs,#self.leveltileslocs)
self.active = nil
self:isActiveb()
self.xmove = true
self.ymove = true
self.add = nil
self.collided = false
self.visible = true
self.offs = vec2(0,0)
end
function World:draw()
if self.visible then
rectMode(CORNER)
strokeWidth(0)
if self:isActiveb() then
for i=0, #self.leveltileslocs do
if self.leveltiles[i+1] == 0 then
fill(255,255,255,255)
else
fill(0,0,0,255)
end
rect(self.leveltileslocs[i].x+self.loc.x,self.leveltileslocs[i].y+self.loc.y,self.widhei+2,self.widhei+2)
end
else
fill(0,0,0,255)
rect(self.loc.x,self.loc.y,self.widhei*self.numdir+2,self.widhei*self.numdir+2)
end
end
end
function World:touched(touch)
end
function World:isVisible()
local p = {}
p[1] = self.leveltileslocs[0]+self.loc
p[2] = vec2(self.leveltileslocs[self.numdir-1].x+self.widhei+self.loc.x,self.leveltileslocs[self.numdir-1].y+self.loc.y)
p[3] = vec2(self.leveltileslocs[self.numdir*(self.numdir-1)].x+self.loc.x,self.leveltileslocs[self.numdir*(self.numdir-1)].y+self.widhei+self.loc.y)
p[4] = vec2(self.leveltileslocs[#self.leveltileslocs].x+self.widhei+self.loc.x,self.leveltileslocs[#self.leveltileslocs].y+self.widhei+self.loc.y)
for i = 1,#p do
if p[i].x < WIDTH and p[i].x > -5 and p[i].y < HEIGHT and p[i].y > -5 then
return true
end
end
return false
end
function World:isActive()
if self.leveltileslocs[0].x+self.loc.x < (WIDTH/2)+(herosize/2) and
self.leveltileslocs[0].y+self.loc.y < (HEIGHT/2)+(herosize/2) and
self.leveltileslocs[#self.leveltileslocs].x+self.loc.x+self.widhei > (WIDTH/2)-(herosize/2) and
self.leveltileslocs[#self.leveltileslocs].y+self.loc.y+self.widhei > (HEIGHT/2)-(herosize/2) then
self.active = true
return true
else
self.active = false
return false
end
end
function World:isActiveb()
if self.leveltileslocs[0].x+self.loc.x < (WIDTH/2) and
self.leveltileslocs[0].y+self.loc.y < (HEIGHT/2) and
self.leveltileslocs[#self.leveltileslocs].x+self.loc.x+self.widhei > (WIDTH/2) and
self.leveltileslocs[#self.leveltileslocs].y+self.loc.y+self.widhei > (HEIGHT/2) then
self.active = true
return true
else
self.active = false
return false
end
end
function World:move(m,a)
if self.active then
self.temploc = self.loc
self.add = vec2(-m/10,0):rotate(a)
self.loc=self.loc+self.add
self.collided = false
local q = false
local i = 0
while q == false do
if self.leveltiles[i+1] == 1 and (self.leveltileslocs[i]+self.loc):dist(heroloc) < 2*self.widhei then
self:colliding(self.leveltileslocs[i]+self.loc,self.temploc)
end
if self.xmove == false and self.ymove == false then
q = true
end
if i == #self.leveltileslocs then
q = true
end
i = i + 1
end
local offset = self.loc-self.temploc
if not allupdated then
for i=0,#worlds do
if not worlds[i].active then
worlds[i]:m2(offset)
end
end
allupdated = true
end
else
self.visible = self:isVisible()
end
end
function World:m2(add)
self.loc = self.loc + add
end
function World:colliding(corner, prev)
if heroloc.x+(herosize/2)>corner.x and heroloc.x-(herosize/2)<corner.x+self.widhei then
if heroloc.y+(herosize/2)>corner.y and heroloc.y-(herosize/2)<corner.y+self.widhei then
self.collided = true
blah = vec2(corner.x-self.loc.x+(self.widhei/2)+prev.x,corner.y-self.loc.y+(self.widhei/2)+prev.y)
local ang = math.deg(math.atan2(blah.x-heroloc.x,blah.y-heroloc.y))
if ang>45 and ang <=135 then
self.loc.x = self.temploc.x-((blah.x-heroloc.x)-(self.widhei/2+herosize/2))-1
elseif ang<=45 and ang>-45 and (math.abs(corner.x-heroloc.x) < herosize/4 or corner.x-heroloc.x<0) then
self.loc.y = self.temploc.y-((blah.y-heroloc.y)-(self.widhei/2+herosize/2))-1
elseif ang <=-45 and ang > -135 and (math.abs(corner.y-heroloc.y) < herosize/4 or corner.y-heroloc.y<0) then
self.loc.x = self.temploc.x+((-blah.x+heroloc.x)-(self.widhei/2+herosize/2))
elseif (ang > 135 or ang <= -135) and (math.abs(corner.x-heroloc.x) < herosize/4 or (corner.x-heroloc.x<0 and heroloc.x-corner.x < self.widhei+(herosize/4))) then
self.loc.y = self.temploc.y+((-blah.y+heroloc.y)-(self.widhei/2+herosize/2))
end
end
else
self.offs = vec2(0,0)
end
end
levels = {
{1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,0,1,1,1,1,1,1,1,1,1,1,1,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,0,1,1,1,1,1,1,1,1,1,1,1,0,1},
{1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,1,1,1,1,1,1,1,1,1,1,0,1},
{1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,0,1,1,1,1,1,1,1,1,1,1,1,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,1,1,1,1,1,1,1,1,1,1,1,0,1},
{1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,0,1,1,1,1,1,1,1,1,1,1,1,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,1,0,0,0,1,0,0,0,0,1,
1,0,0,0,0,1,1,0,1,1,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
1,0,1,1,1,1,1,1,1,1,1,1,1,0,1},
{1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,0,0,0,0,0,0,0,0,0,0,0,0,0,1,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}
}
--# Joystiqs
Joystiqs = class()
touch = nil
originx = nil
originy = nil
originid = nil
touch2 = nil
originx2 = nil
originy2 = nil
originid2 = nil
function Joystiqs:init()
end
function Joystiqs:draw()
stroke(127, 127, 127, 25)
strokeWidth(0)
lineCapMode(SQUARE)
if originx ~= nil then
fill(0, 0, 255, 100)
ellipse(originx, originy, 150)
line(originx, originy, linelimiterx, linelimitery)
fill(0, 0, 0, 100)
ellipse(linelimiterx, linelimitery, 150)
end
--self:j2Calc()
--self:cleanJoystickData()
end
function Joystiqs:touched(touched)
if touched.x < WIDTH/2 and touch == nil and touched.state == BEGAN then
touch = touched
originid = touched.id
originx = touched.x
originy = touched.y
elseif touch ~= nil and touched.id == originid then
touch = touched
end
if (touched.state == ENDED) and (touched.id == originid) then
touch = nil
originx = nil
originy = nil
originid= nil
end
if touched.x > WIDTH/2 and touch2 == nil and touched.state == BEGAN then
touch2 = touched
originid2 = touched.id
originx2 = touched.x
originy2 = touched.y
elseif touch2 ~= nil and touched.id == originid2 then
touch2 = touched
end
if (touched.state == ENDED) and (touched.id == originid2) then
touch2 = nil
originx2 = nil
originy2 = nil
originid2 = nil
end
end
function Joystiqs:j1Calc()
if (touch ~= nil) then
offsetx = touch.x - originx
offsety = touch.y - originy
preangle = (math.atan((offsety)/(offsetx)))
if offsetx == 0 and offsety > 0 then
angle = math.pi/2
else
if offsetx <= 0 and offsety > 0 then
angle = math.pi + preangle
elseif offsetx < 0 and offsety <= 0 then
angle = math.pi + preangle
elseif offsetx >=0 and offsety < 0 then
angle = (2*math.pi) + preangle
else
angle = preangle
end
end
if math.sqrt((offsetx*offsetx)+(offsety*offsety)) > 75 then
linelimiterx = (75*math.cos(angle)) + originx
linelimitery = (75*math.sin(angle)) + originy
else
linelimiterx = touch.x
linelimitery = touch.y
end
magnitude = math.sqrt(((linelimiterx-originx)^2)+((linelimitery-originy)^2))
if magnitude < 25 and magnitude >10 then
magnitude = 0
elseif magnitude <= 10 then
magnitude = 0
angle = nil
else
magnitude = magnitude - 25
end
end
end
function Joystiqs:j2Calc()
if (touch2 ~= nil) then
offsetx2 = touch2.x - originx2
offsety2 = touch2.y - originy2
preangle2 = (math.atan((offsety2)/(offsetx2)))
if offsetx2 == 0 and offsety2 > 0 then
angle2 = math.pi/2
else
if offsetx2 <= 0 and offsety2 > 0 then
angle2 = math.pi + preangle2
elseif offsetx2 < 0 and offsety2 <= 0 then
angle2 = math.pi + preangle2
elseif offsetx2 >=0 and offsety2 < 0 then
angle2 = (2*math.pi) + preangle2
else
angle2 = preangle2
end
end
if math.sqrt((offsetx2*offsetx2)+(offsety2*offsety2)) > 75 then
linelimiterx2 = (75*math.cos(angle2)) + originx2
linelimitery2 = (75*math.sin(angle2)) + originy2
else
linelimiterx2 = touch2.x
linelimitery2 = touch2.y
end
magnitude2 = math.sqrt(((linelimiterx2-originx2)^2)+((linelimitery2-originy2)^2))
fill(255, 255, 255, 100)
ellipse(originx2, originy2, 150)
line(originx2, originy2, linelimiterx2, linelimitery2)
fill(0, 0, 0, 100)
ellipse(linelimiterx2, linelimitery2, 150)
if magnitude2 < 10 then
magnitude2 = 0
angle2 = nil
else
magnitude2 = magnitude2 - 25
end
end
end
function Joystiqs:getmag()
return magnitude
end
function Joystiqs:getang()
return angle
end
function Joystiqs:cleanJoystickData()
offsetx=nil
offsety=nil
offsetx2=nil
offsety2=nil
preangle=nil
preangle2=nil
angle=nil
angle2=nil
linelimiterx=nil
linelimitery=nil
linelimiterx2=nil
linelimitery2=nil
magnitude=nil
magnitude2=nil
end
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