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@@ -31,12 +31,12 @@ function scene.keyDown(key,isRep)
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elseif state==2 and #key==1 then
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key=("qapl"):find(key,nil,true)
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if key then
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--BEAUTIFUL LOGIC BELOW:
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-- BEAUTIFUL LOGIC BELOW:
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--early = error, [UP-key]==[target is up] = correct sfx, else = wrong sfx
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-- early = error, [UP-key]==[target is up] = correct sfx, else = wrong sfx
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SFX.play(ct>6 and 'finesseError' or key%2==1==up and 'reach' or 'fail')
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--(early && P2-key || not early && [P1-key]==[target is up]) = P1 win, else P2 win
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-- (early && P2-key || not early && [P1-key]==[target is up]) = P1 win, else P2 win
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if ct>6 and key>2 or ct<=6 and key%4<2==up then
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winner=1; s1=s1+1
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else
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@@ -56,20 +56,20 @@ function scene.touchDown(x,y)
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)
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end
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function scene.update()
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if state==0 then--Menu
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if state==0 then-- Menu
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if ct>0 then
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ct=ct-1
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elseif rnd()<.00626 then
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ct=30
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end
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elseif state==1 then--Waiting
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elseif state==1 then-- Waiting
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ct=ct-1
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if ct==0 then
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ct=rnd(26,162)
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up=rnd()<.5
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state=2
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end
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elseif state==2 then--Winking
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elseif state==2 then-- Winking
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ct=ct-1
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if ct==0 then ct=6 end
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elseif state==3 then
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@@ -85,21 +85,21 @@ function scene.update()
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end
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end
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function scene.draw()
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--Dividing line
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-- Dividing line
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gc.setLineWidth(10)
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gc.setColor(1,1,1,.9)
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gc.line(640,0,640,720)
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gc.setColor(1,1,1,.3)
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gc.line(500,360,780,360)
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--Help
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-- Help
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setFont(100)
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mStr("Q",80,100)
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mStr("A",80,480)
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mStr("P",1200,100)
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mStr("L",1200,480)
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--Score
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-- Score
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setFont(80)
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gc.printf(s1,50,300,200)
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gc.printf(s2,1030,300,200,'right')
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