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4 changes: 2 additions & 2 deletions breakout0/lib/push.lua
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ function push:setShader(name, shader)
end

function push:initValues()
self._PSCALE = self._highdpi and love.window.getPixelScale() or 1
self._PSCALE = self._highdpi and love.window.getDPIScale() or 1

self._SCALE = {
x = self._RWIDTH/self._WWIDTH * self._PSCALE,
Expand Down Expand Up @@ -218,7 +218,7 @@ function push:switchFullscreen(winw, winh)
end

function push:resize(w, h)
local pixelScale = love.window.getPixelScale()
local pixelScale = love.window.getDPIScale()
if self._highdpi then w, h = w / pixelScale, h / pixelScale end
self._RWIDTH = w
self._RHEIGHT = h
Expand Down
30 changes: 15 additions & 15 deletions breakout0/main.lua
Original file line number Diff line number Diff line change
Expand Up @@ -70,21 +70,21 @@ function love.load()
-- set up our sound effects; later, we can just index this table and
-- call each entry's `play` method
gSounds = {
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav'),
['score'] = love.audio.newSource('sounds/score.wav'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav'),
['confirm'] = love.audio.newSource('sounds/confirm.wav'),
['select'] = love.audio.newSource('sounds/select.wav'),
['no-select'] = love.audio.newSource('sounds/no-select.wav'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav'),
['hurt'] = love.audio.newSource('sounds/hurt.wav'),
['victory'] = love.audio.newSource('sounds/victory.wav'),
['recover'] = love.audio.newSource('sounds/recover.wav'),
['high-score'] = love.audio.newSource('sounds/high_score.wav'),
['pause'] = love.audio.newSource('sounds/pause.wav'),

['music'] = love.audio.newSource('sounds/music.wav')
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav','static'),
['score'] = love.audio.newSource('sounds/score.wav','static'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav','static'),
['confirm'] = love.audio.newSource('sounds/confirm.wav','static'),
['select'] = love.audio.newSource('sounds/select.wav','static'),
['no-select'] = love.audio.newSource('sounds/no-select.wav','static'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav','static'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav','static'),
['hurt'] = love.audio.newSource('sounds/hurt.wav','static'),
['victory'] = love.audio.newSource('sounds/victory.wav','static'),
['recover'] = love.audio.newSource('sounds/recover.wav','static'),
['high-score'] = love.audio.newSource('sounds/high_score.wav','static'),
['pause'] = love.audio.newSource('sounds/pause.wav','static'),

['music'] = love.audio.newSource('sounds/music.wav','static')
}

-- the state machine we'll be using to transition between various states
Expand Down
4 changes: 2 additions & 2 deletions breakout1/lib/push.lua
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ function push:setShader(name, shader)
end

function push:initValues()
self._PSCALE = self._highdpi and love.window.getPixelScale() or 1
self._PSCALE = self._highdpi and love.window.getDPIScale() or 1

self._SCALE = {
x = self._RWIDTH/self._WWIDTH * self._PSCALE,
Expand Down Expand Up @@ -218,7 +218,7 @@ function push:switchFullscreen(winw, winh)
end

function push:resize(w, h)
local pixelScale = love.window.getPixelScale()
local pixelScale = love.window.getDPIScale()
if self._highdpi then w, h = w / pixelScale, h / pixelScale end
self._RWIDTH = w
self._RHEIGHT = h
Expand Down
30 changes: 15 additions & 15 deletions breakout1/main.lua
Original file line number Diff line number Diff line change
Expand Up @@ -76,21 +76,21 @@ function love.load()
-- set up our sound effects; later, we can just index this table and
-- call each entry's `play` method
gSounds = {
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav'),
['score'] = love.audio.newSource('sounds/score.wav'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav'),
['confirm'] = love.audio.newSource('sounds/confirm.wav'),
['select'] = love.audio.newSource('sounds/select.wav'),
['no-select'] = love.audio.newSource('sounds/no-select.wav'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav'),
['hurt'] = love.audio.newSource('sounds/hurt.wav'),
['victory'] = love.audio.newSource('sounds/victory.wav'),
['recover'] = love.audio.newSource('sounds/recover.wav'),
['high-score'] = love.audio.newSource('sounds/high_score.wav'),
['pause'] = love.audio.newSource('sounds/pause.wav'),

['music'] = love.audio.newSource('sounds/music.wav')
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav','static'),
['score'] = love.audio.newSource('sounds/score.wav','static'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav','static'),
['confirm'] = love.audio.newSource('sounds/confirm.wav','static'),
['select'] = love.audio.newSource('sounds/select.wav','static'),
['no-select'] = love.audio.newSource('sounds/no-select.wav','static'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav','static'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav','static'),
['hurt'] = love.audio.newSource('sounds/hurt.wav','static'),
['victory'] = love.audio.newSource('sounds/victory.wav','static'),
['recover'] = love.audio.newSource('sounds/recover.wav','static'),
['high-score'] = love.audio.newSource('sounds/high_score.wav','static'),
['pause'] = love.audio.newSource('sounds/pause.wav','static'),

['music'] = love.audio.newSource('sounds/music.wav','static')
}

-- the state machine we'll be using to transition between various states
Expand Down
4 changes: 2 additions & 2 deletions breakout10/lib/push.lua
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ function push:setShader(name, shader)
end

function push:initValues()
self._PSCALE = self._highdpi and love.window.getPixelScale() or 1
self._PSCALE = self._highdpi and love.window.getDPIScale() or 1

self._SCALE = {
x = self._RWIDTH/self._WWIDTH * self._PSCALE,
Expand Down Expand Up @@ -218,7 +218,7 @@ function push:switchFullscreen(winw, winh)
end

function push:resize(w, h)
local pixelScale = love.window.getPixelScale()
local pixelScale = love.window.getDPIScale()
if self._highdpi then w, h = w / pixelScale, h / pixelScale end
self._RWIDTH = w
self._RHEIGHT = h
Expand Down
30 changes: 15 additions & 15 deletions breakout10/main.lua
Original file line number Diff line number Diff line change
Expand Up @@ -79,21 +79,21 @@ function love.load()
-- set up our sound effects; later, we can just index this table and
-- call each entry's `play` method
gSounds = {
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav'),
['score'] = love.audio.newSource('sounds/score.wav'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav'),
['confirm'] = love.audio.newSource('sounds/confirm.wav'),
['select'] = love.audio.newSource('sounds/select.wav'),
['no-select'] = love.audio.newSource('sounds/no-select.wav'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav'),
['hurt'] = love.audio.newSource('sounds/hurt.wav'),
['victory'] = love.audio.newSource('sounds/victory.wav'),
['recover'] = love.audio.newSource('sounds/recover.wav'),
['high-score'] = love.audio.newSource('sounds/high_score.wav'),
['pause'] = love.audio.newSource('sounds/pause.wav'),

['music'] = love.audio.newSource('sounds/music.wav')
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav','static'),
['score'] = love.audio.newSource('sounds/score.wav','static'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav','static'),
['confirm'] = love.audio.newSource('sounds/confirm.wav','static'),
['select'] = love.audio.newSource('sounds/select.wav','static'),
['no-select'] = love.audio.newSource('sounds/no-select.wav','static'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav','static'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav','static'),
['hurt'] = love.audio.newSource('sounds/hurt.wav','static'),
['victory'] = love.audio.newSource('sounds/victory.wav','static'),
['recover'] = love.audio.newSource('sounds/recover.wav','static'),
['high-score'] = love.audio.newSource('sounds/high_score.wav','static'),
['pause'] = love.audio.newSource('sounds/pause.wav','static'),

['music'] = love.audio.newSource('sounds/music.wav','static')
}

-- the state machine we'll be using to transition between various states
Expand Down
4 changes: 2 additions & 2 deletions breakout11/lib/push.lua
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ function push:setShader(name, shader)
end

function push:initValues()
self._PSCALE = self._highdpi and love.window.getPixelScale() or 1
self._PSCALE = self._highdpi and love.window.getDPIScale() or 1

self._SCALE = {
x = self._RWIDTH/self._WWIDTH * self._PSCALE,
Expand Down Expand Up @@ -218,7 +218,7 @@ function push:switchFullscreen(winw, winh)
end

function push:resize(w, h)
local pixelScale = love.window.getPixelScale()
local pixelScale = love.window.getDPIScale()
if self._highdpi then w, h = w / pixelScale, h / pixelScale end
self._RWIDTH = w
self._RHEIGHT = h
Expand Down
30 changes: 15 additions & 15 deletions breakout11/main.lua
Original file line number Diff line number Diff line change
Expand Up @@ -79,21 +79,21 @@ function love.load()
-- set up our sound effects; later, we can just index this table and
-- call each entry's `play` method
gSounds = {
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav'),
['score'] = love.audio.newSource('sounds/score.wav'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav'),
['confirm'] = love.audio.newSource('sounds/confirm.wav'),
['select'] = love.audio.newSource('sounds/select.wav'),
['no-select'] = love.audio.newSource('sounds/no-select.wav'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav'),
['hurt'] = love.audio.newSource('sounds/hurt.wav'),
['victory'] = love.audio.newSource('sounds/victory.wav'),
['recover'] = love.audio.newSource('sounds/recover.wav'),
['high-score'] = love.audio.newSource('sounds/high_score.wav'),
['pause'] = love.audio.newSource('sounds/pause.wav'),

['music'] = love.audio.newSource('sounds/music.wav')
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav','static'),
['score'] = love.audio.newSource('sounds/score.wav','static'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav','static'),
['confirm'] = love.audio.newSource('sounds/confirm.wav','static'),
['select'] = love.audio.newSource('sounds/select.wav','static'),
['no-select'] = love.audio.newSource('sounds/no-select.wav','static'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav','static'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav','static'),
['hurt'] = love.audio.newSource('sounds/hurt.wav','static'),
['victory'] = love.audio.newSource('sounds/victory.wav','static'),
['recover'] = love.audio.newSource('sounds/recover.wav','static'),
['high-score'] = love.audio.newSource('sounds/high_score.wav','static'),
['pause'] = love.audio.newSource('sounds/pause.wav','static'),

['music'] = love.audio.newSource('sounds/music.wav','static')
}

-- the state machine we'll be using to transition between various states
Expand Down
4 changes: 2 additions & 2 deletions breakout12/lib/push.lua
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ function push:setShader(name, shader)
end

function push:initValues()
self._PSCALE = self._highdpi and love.window.getPixelScale() or 1
self._PSCALE = self._highdpi and love.window.getDPIScale() or 1

self._SCALE = {
x = self._RWIDTH/self._WWIDTH * self._PSCALE,
Expand Down Expand Up @@ -218,7 +218,7 @@ function push:switchFullscreen(winw, winh)
end

function push:resize(w, h)
local pixelScale = love.window.getPixelScale()
local pixelScale = love.window.getDPIScale()
if self._highdpi then w, h = w / pixelScale, h / pixelScale end
self._RWIDTH = w
self._RHEIGHT = h
Expand Down
30 changes: 15 additions & 15 deletions breakout12/main.lua
Original file line number Diff line number Diff line change
Expand Up @@ -80,21 +80,21 @@ function love.load()
-- set up our sound effects; later, we can just index this table and
-- call each entry's `play` method
gSounds = {
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav'),
['score'] = love.audio.newSource('sounds/score.wav'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav'),
['confirm'] = love.audio.newSource('sounds/confirm.wav'),
['select'] = love.audio.newSource('sounds/select.wav'),
['no-select'] = love.audio.newSource('sounds/no-select.wav'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav'),
['hurt'] = love.audio.newSource('sounds/hurt.wav'),
['victory'] = love.audio.newSource('sounds/victory.wav'),
['recover'] = love.audio.newSource('sounds/recover.wav'),
['high-score'] = love.audio.newSource('sounds/high_score.wav'),
['pause'] = love.audio.newSource('sounds/pause.wav'),

['music'] = love.audio.newSource('sounds/music.wav')
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav','static'),
['score'] = love.audio.newSource('sounds/score.wav','static'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav','static'),
['confirm'] = love.audio.newSource('sounds/confirm.wav','static'),
['select'] = love.audio.newSource('sounds/select.wav','static'),
['no-select'] = love.audio.newSource('sounds/no-select.wav','static'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav','static'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav','static'),
['hurt'] = love.audio.newSource('sounds/hurt.wav','static'),
['victory'] = love.audio.newSource('sounds/victory.wav','static'),
['recover'] = love.audio.newSource('sounds/recover.wav','static'),
['high-score'] = love.audio.newSource('sounds/high_score.wav','static'),
['pause'] = love.audio.newSource('sounds/pause.wav','static'),

['music'] = love.audio.newSource('sounds/music.wav','static')
}

-- the state machine we'll be using to transition between various states
Expand Down
4 changes: 2 additions & 2 deletions breakout13/lib/push.lua
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ function push:setShader(name, shader)
end

function push:initValues()
self._PSCALE = self._highdpi and love.window.getPixelScale() or 1
self._PSCALE = self._highdpi and love.window.getDPIScale() or 1

self._SCALE = {
x = self._RWIDTH/self._WWIDTH * self._PSCALE,
Expand Down Expand Up @@ -218,7 +218,7 @@ function push:switchFullscreen(winw, winh)
end

function push:resize(w, h)
local pixelScale = love.window.getPixelScale()
local pixelScale = love.window.getDPIScale()
if self._highdpi then w, h = w / pixelScale, h / pixelScale end
self._RWIDTH = w
self._RHEIGHT = h
Expand Down
30 changes: 15 additions & 15 deletions breakout13/main.lua
Original file line number Diff line number Diff line change
Expand Up @@ -80,21 +80,21 @@ function love.load()
-- set up our sound effects; later, we can just index this table and
-- call each entry's `play` method
gSounds = {
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav'),
['score'] = love.audio.newSource('sounds/score.wav'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav'),
['confirm'] = love.audio.newSource('sounds/confirm.wav'),
['select'] = love.audio.newSource('sounds/select.wav'),
['no-select'] = love.audio.newSource('sounds/no-select.wav'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav'),
['hurt'] = love.audio.newSource('sounds/hurt.wav'),
['victory'] = love.audio.newSource('sounds/victory.wav'),
['recover'] = love.audio.newSource('sounds/recover.wav'),
['high-score'] = love.audio.newSource('sounds/high_score.wav'),
['pause'] = love.audio.newSource('sounds/pause.wav'),

['music'] = love.audio.newSource('sounds/music.wav')
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav','static'),
['score'] = love.audio.newSource('sounds/score.wav','static'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav','static'),
['confirm'] = love.audio.newSource('sounds/confirm.wav','static'),
['select'] = love.audio.newSource('sounds/select.wav','static'),
['no-select'] = love.audio.newSource('sounds/no-select.wav','static'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav','static'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav','static'),
['hurt'] = love.audio.newSource('sounds/hurt.wav','static'),
['victory'] = love.audio.newSource('sounds/victory.wav','static'),
['recover'] = love.audio.newSource('sounds/recover.wav','static'),
['high-score'] = love.audio.newSource('sounds/high_score.wav','static'),
['pause'] = love.audio.newSource('sounds/pause.wav','static'),

['music'] = love.audio.newSource('sounds/music.wav','static')
}

-- the state machine we'll be using to transition between various states
Expand Down
4 changes: 2 additions & 2 deletions breakout2/lib/push.lua
Original file line number Diff line number Diff line change
Expand Up @@ -98,7 +98,7 @@ function push:setShader(name, shader)
end

function push:initValues()
self._PSCALE = self._highdpi and love.window.getPixelScale() or 1
self._PSCALE = self._highdpi and love.window.getDPIScale() or 1

self._SCALE = {
x = self._RWIDTH/self._WWIDTH * self._PSCALE,
Expand Down Expand Up @@ -218,7 +218,7 @@ function push:switchFullscreen(winw, winh)
end

function push:resize(w, h)
local pixelScale = love.window.getPixelScale()
local pixelScale = love.window.getDPIScale()
if self._highdpi then w, h = w / pixelScale, h / pixelScale end
self._RWIDTH = w
self._RHEIGHT = h
Expand Down
30 changes: 15 additions & 15 deletions breakout2/main.lua
Original file line number Diff line number Diff line change
Expand Up @@ -77,21 +77,21 @@ function love.load()
-- set up our sound effects; later, we can just index this table and
-- call each entry's `play` method
gSounds = {
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav'),
['score'] = love.audio.newSource('sounds/score.wav'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav'),
['confirm'] = love.audio.newSource('sounds/confirm.wav'),
['select'] = love.audio.newSource('sounds/select.wav'),
['no-select'] = love.audio.newSource('sounds/no-select.wav'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav'),
['hurt'] = love.audio.newSource('sounds/hurt.wav'),
['victory'] = love.audio.newSource('sounds/victory.wav'),
['recover'] = love.audio.newSource('sounds/recover.wav'),
['high-score'] = love.audio.newSource('sounds/high_score.wav'),
['pause'] = love.audio.newSource('sounds/pause.wav'),

['music'] = love.audio.newSource('sounds/music.wav')
['paddle-hit'] = love.audio.newSource('sounds/paddle_hit.wav','static'),
['score'] = love.audio.newSource('sounds/score.wav','static'),
['wall-hit'] = love.audio.newSource('sounds/wall_hit.wav','static'),
['confirm'] = love.audio.newSource('sounds/confirm.wav','static'),
['select'] = love.audio.newSource('sounds/select.wav','static'),
['no-select'] = love.audio.newSource('sounds/no-select.wav','static'),
['brick-hit-1'] = love.audio.newSource('sounds/brick-hit-1.wav','static'),
['brick-hit-2'] = love.audio.newSource('sounds/brick-hit-2.wav','static'),
['hurt'] = love.audio.newSource('sounds/hurt.wav','static'),
['victory'] = love.audio.newSource('sounds/victory.wav','static'),
['recover'] = love.audio.newSource('sounds/recover.wav','static'),
['high-score'] = love.audio.newSource('sounds/high_score.wav','static'),
['pause'] = love.audio.newSource('sounds/pause.wav','static'),

['music'] = love.audio.newSource('sounds/music.wav','static')
}

-- the state machine we'll be using to transition between various states
Expand Down
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