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-rw-r--r--v_windows/v/old/examples/term.ui/pong.v499
1 files changed, 499 insertions, 0 deletions
diff --git a/v_windows/v/old/examples/term.ui/pong.v b/v_windows/v/old/examples/term.ui/pong.v
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+// Copyright (c) 2020 Lars Pontoppidan. All rights reserved.
+// Use of this source code is governed by the MIT license distributed with this software.
+import term
+import term.ui
+import time
+
+enum Mode {
+ menu
+ game
+}
+
+const (
+ player_one = 1 // Human control this racket
+ player_two = 0 // Take over this AI controller
+ white = ui.Color{255, 255, 255}
+ orange = ui.Color{255, 140, 0}
+)
+
+[heap]
+struct App {
+mut:
+ tui &ui.Context = 0
+ mode Mode = Mode.menu
+ width int
+ height int
+ game &Game = 0
+ dt f32
+ ticks i64
+}
+
+fn (mut a App) init() {
+ a.game = &Game{
+ app: a
+ }
+ w, h := a.tui.window_width, a.tui.window_height
+ a.width = w
+ a.height = h
+ term.erase_del_clear()
+ term.set_cursor_position(
+ x: 0
+ y: 0
+ )
+}
+
+fn (mut a App) start_game() {
+ if a.mode != .game {
+ a.mode = .game
+ }
+ a.game.init()
+}
+
+fn (mut a App) frame() {
+ ticks := time.ticks()
+ a.dt = f32(ticks - a.ticks) / 1000.0
+ a.width, a.height = a.tui.window_width, a.tui.window_height
+ if a.mode == .game {
+ a.game.update()
+ }
+ a.tui.clear()
+ a.render()
+ a.tui.flush()
+ a.ticks = ticks
+}
+
+fn (mut a App) quit() {
+ if a.mode != .menu {
+ a.game.quit()
+ return
+ }
+ term.set_cursor_position(
+ x: 0
+ y: 0
+ )
+ exit(0)
+}
+
+fn (mut a App) event(e &ui.Event) {
+ match e.typ {
+ .mouse_move {
+ if a.mode != .game {
+ return
+ }
+ // TODO mouse movement for real Pong sharks
+ // a.game.move_player(player_one, 0, -1)
+ }
+ .key_down {
+ match e.code {
+ .escape, .q {
+ a.quit()
+ }
+ .w {
+ if a.mode != .game {
+ return
+ }
+ a.game.move_player(player_one, 0, -1)
+ }
+ .a {
+ if a.mode != .game {
+ return
+ }
+ a.game.move_player(player_one, 0, -1)
+ }
+ .s {
+ if a.mode != .game {
+ return
+ }
+ a.game.move_player(player_one, 0, 1)
+ }
+ .d {
+ if a.mode != .game {
+ return
+ }
+ a.game.move_player(player_one, 0, 1)
+ }
+ .left {
+ if a.mode != .game {
+ return
+ }
+ a.game.move_player(player_two, 0, -1)
+ }
+ .right {
+ if a.mode != .game {
+ return
+ }
+ a.game.move_player(player_two, 0, 1)
+ }
+ .up {
+ if a.mode != .game {
+ return
+ }
+ a.game.move_player(player_two, 0, -1)
+ }
+ .down {
+ if a.mode != .game {
+ return
+ }
+ a.game.move_player(player_two, 0, 1)
+ }
+ .enter, .space {
+ if a.mode == .menu {
+ a.start_game()
+ }
+ }
+ else {}
+ }
+ }
+ else {}
+ }
+}
+
+fn (mut a App) free() {
+ unsafe {
+ a.game.free()
+ free(a.game)
+ }
+}
+
+fn (mut a App) render() {
+ match a.mode {
+ .menu { a.draw_menu() }
+ else { a.draw_game() }
+ }
+}
+
+fn (mut a App) draw_menu() {
+ cx := int(f32(a.width) * 0.5)
+ y025 := int(f32(a.height) * 0.25)
+ y075 := int(f32(a.height) * 0.75)
+ cy := int(f32(a.height) * 0.5)
+ //
+ a.tui.set_color(white)
+ a.tui.bold()
+ a.tui.draw_text(cx - 2, y025, 'VONG')
+ a.tui.reset()
+ a.tui.draw_text(cx - 13, y025 + 1, '(A game of Pong written in V)')
+ //
+ a.tui.set_color(white)
+ a.tui.bold()
+ a.tui.draw_text(cx - 3, cy + 1, 'START')
+ a.tui.reset()
+ //
+ a.tui.draw_text(cx - 9, y075 + 1, 'Press SPACE to start')
+ a.tui.reset()
+ a.tui.draw_text(cx - 5, y075 + 3, 'ESC to Quit')
+ a.tui.reset()
+}
+
+fn (mut a App) draw_game() {
+ a.game.draw()
+}
+
+struct Player {
+mut:
+ game &Game
+ pos Vec
+ racket_size int = 4
+ score int
+ ai bool
+}
+
+fn (mut p Player) move(x f32, y f32) {
+ p.pos.x += x
+ p.pos.y += y
+}
+
+fn (mut p Player) update() {
+ if !p.ai {
+ return
+ }
+ if isnil(p.game) {
+ return
+ }
+ // dt := p.game.app.dt
+ ball := unsafe { &p.game.ball }
+ // Evil AI that eventually will take over the world
+ p.pos.y = ball.pos.y - int(f32(p.racket_size) * 0.5)
+}
+
+struct Vec {
+mut:
+ x f32
+ y f32
+}
+
+fn (mut v Vec) set(x f32, y f32) {
+ v.x = x
+ v.y = y
+}
+
+struct Ball {
+mut:
+ pos Vec
+ vel Vec
+ acc Vec
+}
+
+fn (mut b Ball) update(dt f32) {
+ b.pos.x += b.vel.x * b.acc.x * dt
+ b.pos.y += b.vel.y * b.acc.y * dt
+}
+
+[heap]
+struct Game {
+mut:
+ app &App = 0
+ players []Player
+ ball Ball
+}
+
+fn (mut g Game) move_player(id int, x int, y int) {
+ mut p := unsafe { &g.players[id] }
+ if p.ai { // disable AI when moved
+ p.ai = false
+ }
+ p.move(x, y)
+}
+
+fn (mut g Game) init() {
+ if g.players.len == 0 {
+ g.players = []Player{len: 2, init: Player{ // <- BUG omitting the init will result in smaller racket sizes???
+ game: g
+ }}
+ }
+ g.reset()
+}
+
+fn (mut g Game) reset() {
+ mut i := 0
+ for mut p in g.players {
+ p.score = 0
+ if i != player_one {
+ p.ai = true
+ }
+ i++
+ }
+ g.new_round()
+}
+
+fn (mut g Game) new_round() {
+ mut i := 0
+ for mut p in g.players {
+ p.pos.x = if i == 0 { 3 } else { g.app.width - 2 }
+ p.pos.y = f32(g.app.height) * 0.5 - f32(p.racket_size) * 0.5
+ i++
+ }
+ g.ball.pos.set(f32(g.app.width) * 0.5, f32(g.app.height) * 0.5)
+ g.ball.vel.set(-8, -15)
+ g.ball.acc.set(2.0, 1.0)
+}
+
+fn (mut g Game) update() {
+ dt := g.app.dt
+ mut b := unsafe { &g.ball }
+ for mut p in g.players {
+ p.update()
+ // Keep rackets within the game area
+ if p.pos.y <= 0 {
+ p.pos.y = 1
+ }
+ if p.pos.y + p.racket_size >= g.app.height {
+ p.pos.y = g.app.height - p.racket_size - 1
+ }
+ // Check ball collision
+ // Player left side
+ if p.pos.x < f32(g.app.width) * 0.5 {
+ // Racket collision
+ if b.pos.x <= p.pos.x + 1 {
+ if b.pos.y >= p.pos.y && b.pos.y <= p.pos.y + p.racket_size {
+ b.vel.x *= -1
+ }
+ }
+ // Behind racket
+ if b.pos.x < p.pos.x {
+ g.players[1].score++
+ g.new_round()
+ }
+ } else {
+ // Player right side
+ if b.pos.x >= p.pos.x - 1 {
+ if b.pos.y >= p.pos.y && b.pos.y <= p.pos.y + p.racket_size {
+ b.vel.x *= -1
+ }
+ }
+ if b.pos.x > p.pos.x {
+ g.players[0].score++
+ g.new_round()
+ }
+ }
+ }
+ if b.pos.x <= 1 || b.pos.x >= g.app.width {
+ b.vel.x *= -1
+ }
+ if b.pos.y <= 2 || b.pos.y >= g.app.height {
+ b.vel.y *= -1
+ }
+ b.update(dt)
+}
+
+fn (mut g Game) quit() {
+ if g.app.mode != .game {
+ return
+ }
+ g.app.mode = .menu
+}
+
+fn (mut g Game) draw_big_digit(px f32, py f32, digit int) {
+ // TODO use draw_line or draw_point to fix tearing with non-monospaced terminal fonts
+ mut gfx := g.app.tui
+ x, y := int(px), int(py)
+ match digit {
+ 0 {
+ gfx.draw_text(x, y + 0, '█████')
+ gfx.draw_text(x, y + 1, '█ █')
+ gfx.draw_text(x, y + 2, '█ █')
+ gfx.draw_text(x, y + 3, '█ █')
+ gfx.draw_text(x, y + 4, '█████')
+ }
+ 1 {
+ gfx.draw_text(x + 3, y + 0, '█')
+ gfx.draw_text(x + 3, y + 1, '█')
+ gfx.draw_text(x + 3, y + 2, '█')
+ gfx.draw_text(x + 3, y + 3, '█')
+ gfx.draw_text(x + 3, y + 4, '█')
+ }
+ 2 {
+ gfx.draw_text(x, y + 0, '█████')
+ gfx.draw_text(x, y + 1, ' █')
+ gfx.draw_text(x, y + 2, '█████')
+ gfx.draw_text(x, y + 3, '█')
+ gfx.draw_text(x, y + 4, '█████')
+ }
+ 3 {
+ gfx.draw_text(x, y + 0, '█████')
+ gfx.draw_text(x, y + 1, ' ██')
+ gfx.draw_text(x, y + 2, ' ████')
+ gfx.draw_text(x, y + 3, ' ██')
+ gfx.draw_text(x, y + 4, '█████')
+ }
+ 4 {
+ gfx.draw_text(x, y + 0, '█ █')
+ gfx.draw_text(x, y + 1, '█ █')
+ gfx.draw_text(x, y + 2, '█████')
+ gfx.draw_text(x, y + 3, ' █')
+ gfx.draw_text(x, y + 4, ' █')
+ }
+ 5 {
+ gfx.draw_text(x, y + 0, '█████')
+ gfx.draw_text(x, y + 1, '█')
+ gfx.draw_text(x, y + 2, '█████')
+ gfx.draw_text(x, y + 3, ' █')
+ gfx.draw_text(x, y + 4, '█████')
+ }
+ 6 {
+ gfx.draw_text(x, y + 0, '█████')
+ gfx.draw_text(x, y + 1, '█')
+ gfx.draw_text(x, y + 2, '█████')
+ gfx.draw_text(x, y + 3, '█ █')
+ gfx.draw_text(x, y + 4, '█████')
+ }
+ 7 {
+ gfx.draw_text(x, y + 0, '█████')
+ gfx.draw_text(x, y + 1, ' █')
+ gfx.draw_text(x, y + 2, ' █')
+ gfx.draw_text(x, y + 3, ' █')
+ gfx.draw_text(x, y + 4, ' █')
+ }
+ 8 {
+ gfx.draw_text(x, y + 0, '█████')
+ gfx.draw_text(x, y + 1, '█ █')
+ gfx.draw_text(x, y + 2, '█████')
+ gfx.draw_text(x, y + 3, '█ █')
+ gfx.draw_text(x, y + 4, '█████')
+ }
+ 9 {
+ gfx.draw_text(x, y + 0, '█████')
+ gfx.draw_text(x, y + 1, '█ █')
+ gfx.draw_text(x, y + 2, '█████')
+ gfx.draw_text(x, y + 3, ' █')
+ gfx.draw_text(x, y + 4, '█████')
+ }
+ else {}
+ }
+}
+
+fn (mut g Game) draw() {
+ mut gfx := g.app.tui
+ gfx.set_bg_color(white)
+ // Border
+ gfx.draw_empty_rect(1, 1, g.app.width, g.app.height)
+ // Center line
+ gfx.draw_dashed_line(int(f32(g.app.width) * 0.5), 0, int(f32(g.app.width) * 0.5),
+ int(g.app.height))
+ border := 1
+ mut y, mut x := 0, 0
+ for p in g.players {
+ x = int(p.pos.x)
+ y = int(p.pos.y)
+ gfx.reset_bg_color()
+ gfx.set_color(white)
+ if x < f32(g.app.width) * 0.5 {
+ g.draw_big_digit(f32(g.app.width) * 0.25, 3, p.score)
+ } else {
+ g.draw_big_digit(f32(g.app.width) * 0.75, 3, p.score)
+ }
+ gfx.reset_color()
+ gfx.set_bg_color(white)
+ // Racket
+ gfx.draw_line(x, y + border, x, y + p.racket_size)
+ }
+ // Ball
+ gfx.draw_point(int(g.ball.pos.x), int(g.ball.pos.y))
+ // gfx.draw_text(22,2,'$g.ball.pos')
+ gfx.reset_bg_color()
+}
+
+fn (mut g Game) free() {
+ g.players.clear()
+}
+
+// TODO Remove these wrapper functions when we can assign methods as callbacks
+fn init(x voidptr) {
+ mut app := &App(x)
+ app.init()
+}
+
+fn frame(x voidptr) {
+ mut app := &App(x)
+ app.frame()
+}
+
+fn cleanup(x voidptr) {
+ mut app := &App(x)
+ app.free()
+}
+
+fn fail(error string) {
+ eprintln(error)
+}
+
+fn event(e &ui.Event, x voidptr) {
+ mut app := &App(x)
+ app.event(e)
+}
+
+fn main() {
+ mut app := &App{}
+ app.tui = ui.init(
+ user_data: app
+ init_fn: init
+ frame_fn: frame
+ cleanup_fn: cleanup
+ event_fn: event
+ fail_fn: fail
+ capture_events: true
+ hide_cursor: true
+ frame_rate: 60
+ )
+ app.tui.run() ?
+}