If both those things are true then based on our own decision this is a variable that is dealing with chances of some event happening. So now all we have to do is then create the chanceList and add it to the chances table: function Player:generateChances() self.chances = {} for k, ...
There are a few additional things happening here. First there's the `line_y` attribute which will keep track of the y position where we should add a new line next. This is incremented by 12 every time we call `addLine`, since we want new lines to be added below the previous one, ...
At some point, I realized that I was being ridiculous. I think it happened in the bathroom. Because certainly nobody else is this stupid. Calling Robert for comfort wasn’t an option. While he’s used to my particular brand of crazy, even he has his limits when it comes to reassuring ...
And so one way to prevent that from happening would be like this: ```lua function Player:update(dt) ... self.v = self.v + self.a*dt if self.v >= self.max_v then self.v = self.max_v end ... end ``` In this way, whenever `v` went over `max_v` it would be capped ...
This is going to be happening every frame such that at all times the number of replay objects alive is exactly the same as the number of objects saved for that frame. And that looks like this: ```lua ... if #replay_data[frame] > #self.game_objects then local d = #replay_data[...