2019-01-20 19:16:59 +00:00
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--[[
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Wall Dodge! What a riveting game!
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Dodge the walls before they kill you.
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Download with:
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pastebin get fDTts7wz dodge
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std PB fDTts7wz dodge
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std ld dodge dodge
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--]]
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local scr_x, scr_y = term.getSize()
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2019-01-20 19:23:18 +00:00
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local keysDown = {} -- holds all pressed keys. It's way better than using "key" event for movement
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local walls = {} -- holds all screen data for walls. I could do slants if I wanted, not just walls
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local frame = 0 -- for every screen update-oh, you know what a frame is
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local maxFrame = 26 -- max frames until new wall
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local fframe = 0 -- not a typo. is the buffer of spaces until the spaces between walls shrinks
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local maxFFrame = 6 -- max fframes until the space between walls gets slightly tighter (down to 5, good luck m8)
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local pause = false -- pausing is a nice thing
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local tsv = function(visible) -- monitors don't have term.current().setVisible, damn you
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if term.current().setVisible then
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term.current().setVisible(visible)
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end
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end
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2019-01-20 19:16:59 +00:00
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for a = 1, scr_x do
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table.insert(walls,{top=1,bottom=scr_y,color=colors.black})
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end
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local score = 0 --increases for every wall.
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local time = 0 --in seconds, increases in increments of 0.1
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local addNewWall = function(top,bottom,color)
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table.remove(walls,1)
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table.insert(walls,{top=top,bottom=bottom,color=color})
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end
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local guyX = 2
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local guyY = math.floor(scr_y/2)
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local maxY = scr_y-1
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local minY = 2
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local clearLines = function(y1,y2)
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local _x,_y = term.getCursorPos()
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for a = y1, y2 or y1 do
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term.setCursorPos(1,a)
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term.clearLine()
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end
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term.setCursorPos(_x,_y)
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end
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local renderTEXT = function(_txt)
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local txt = _txt or "YOU ARE DEAD"
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local midY = math.floor(scr_y/2)
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for a = 0, 2 do
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term.setBackgroundColor(colors.gray)
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clearLines(midY-a,midY+a)
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sleep(0.1)
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end
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term.setCursorPos(4,midY)
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term.write(txt)
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end
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local trymove = function(dir)
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if (guyY+dir)>=minY and (guyY+dir)<=maxY then
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guyY = guyY + dir
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return true
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end
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return false
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end
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local render = function()
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2019-01-20 19:23:18 +00:00
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tsv(false)
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2019-01-20 19:16:59 +00:00
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term.setBackgroundColor(colors.white)
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term.setTextColor(colors.white)
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term.clear()
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term.setCursorPos(guyX,guyY)
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term.setBackgroundColor(colors.black)
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term.write(" ")
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term.setCursorPos(1,1)
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term.clearLine()
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term.setCursorPos(1,scr_y)
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term.clearLine()
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for x = 1, #walls do
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term.setBackgroundColor(walls[x].color)
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2019-01-20 19:23:18 +00:00
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for y = 2, walls[x].top do
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2019-01-20 19:16:59 +00:00
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term.setCursorPos(x,y)
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term.write(" ")
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end
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2019-01-20 19:23:18 +00:00
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for y = walls[x].bottom, scr_y - 1 do
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2019-01-20 19:16:59 +00:00
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term.setCursorPos(x,y)
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term.write(" ")
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end
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end
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term.setCursorPos(2,1)
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term.setBackgroundColor(colors.black)
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term.write("SCORE: "..score.." | TIME: "..time)
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2019-01-20 19:23:18 +00:00
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tsv(true)
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2019-01-20 19:16:59 +00:00
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end
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local keepTime = function()
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time = 0
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while true do
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sleep(0.1)
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if not pause then
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time = time + 0.1
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end
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end
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end
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local doGame = function()
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local wf = 0
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local gap = 2
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local ypos, randomcol
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while true do
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if not pause then
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if frame >= maxFrame or wf > 0 then
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if frame >= maxFrame then
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frame = 0
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fframe = fframe + 1
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2019-01-20 19:23:18 +00:00
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ypos = math.random(4, scr_y-3)
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2019-01-20 19:16:59 +00:00
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wf = 3
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2019-01-20 19:23:18 +00:00
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randomcol = 2^math.random(1, 14)
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2019-01-20 19:16:59 +00:00
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end
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if wf > 0 then
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wf = wf - 1
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end
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if not term.isColor() then
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randomcol = colors.black --Shame.
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end
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2019-01-20 19:23:18 +00:00
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addNewWall(ypos-gap, ypos+gap, randomcol)
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2019-01-20 19:16:59 +00:00
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else
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frame = frame + 1
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addNewWall(1,scr_y,colors.black)
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end
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if fframe >= maxFFrame then
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fframe = 0
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if maxFrame > 7 then
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maxFrame = maxFrame - 1
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end
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end
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if keysDown[keys.up] then
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trymove(-1)
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end
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if keysDown[keys.down] then
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trymove(1)
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end
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if walls[guyX-1].top > 1 or walls[guyX-1].bottom < scr_y then
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if walls[guyX].top < walls[guyX-1].top or walls[guyX].bottom > walls[guyX-1].bottom then
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score = score + 1
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end
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end
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render()
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end
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2019-01-20 19:23:18 +00:00
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sleep(0.05)
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if guyY <= walls[guyX].top or guyY >= walls[guyX].bottom then
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2019-01-20 19:16:59 +00:00
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return "dead"
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end
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end
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end
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local getInput = function()
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while true do
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local evt = {os.pullEvent()}
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if evt[1] == "key" then
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if evt[2] == keys.q then
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return "quit"
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end
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if evt[2] == keys.p then
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pause = not pause
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if pause then
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local pauseMSGs = {
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"PAUSED",
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"Paused. Press 'P' to resume",
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"The game is paused",
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"GAME PAUSE !",
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2019-01-20 19:23:18 +00:00
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"What, gotta catch your breath?",
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2019-01-20 19:16:59 +00:00
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"Paused, the game is, hmmm?",
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"PAUSED GAME",
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"GAME PAUSED",
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"THE GAME IS PAUSED",
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"THE PAUSED IS GAME",
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"Buh-buh-buh-BEEP",
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"UNPAUSE WITH 'P'",
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"Tip: press UP to go up",
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"Tip: press DOWN to go down",
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"YOU HAVE NO CHANCE TO SURVIVE MAKE YOUR TIME",
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"-PAUSED-",
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"=PAUSED=",
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"PAISED",
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"THOUST GAME BE PAUSETH",
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"Yon game is paused. Obvious exits are 'Q', 'CTRL+T'",
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"Tip: don't hit the walls",
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"Tip: press 'P' to pause the game",
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}
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renderTEXT(pauseMSGs[math.random(1,#pauseMSGs)])
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keysDown[keys.up] = false
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keysDown[keys.down] = false
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end
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end
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keysDown[evt[2]] = true
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end
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if evt[1] == "key_up" then
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keysDown[evt[2]] = false
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end
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end
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end
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2019-01-20 19:23:18 +00:00
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local uut = parallel.waitForAny(getInput, doGame, keepTime)
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2019-01-20 19:16:59 +00:00
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if uut == 2 then
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renderTEXT()
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end
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sleep(0.05)
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term.setCursorPos(1,scr_y)
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term.setBackgroundColor(colors.black)
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2019-01-20 19:23:18 +00:00
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term.clearLine()
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