Pong example, type named fields and vector lib changes.

This commit is contained in:
jussi
2022-05-22 14:47:06 +03:00
parent 85fc6cd6a3
commit 44e8b06603
11 changed files with 676 additions and 218 deletions

125
examples/pong/main.lua Normal file
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@@ -0,0 +1,125 @@
-- Settings.
local winSize = { 800, 600 }
local monitor = 0
-- Constants.
local PLAYER_SPEED = 300
local BALL_SPEED = 330
-- Game objects.
local playerLeft = {
pos = { 0, 0 },
size = { 10, 70 },
score = 0,
}
local playerRight = {
pos = { 0, 0 },
size = { 10, 70 },
score = 0,
}
local ball = {
pos = { 0, 0 },
radius = 8.0,
vel = { 0, 0 },
}
local function reset()
-- Initialize player positions.
playerLeft.pos[1] = playerLeft.size[1]
playerLeft.pos[2] = winSize[2] / 2 - playerLeft.size[2] / 2
playerRight.pos[1] = winSize[1] - playerRight.size[1] * 2
playerRight.pos[2] = winSize[2] / 2 - playerRight.size[2] / 2
-- Set ball to center.
ball.pos = { winSize[1] / 2, winSize[2] / 2 }
-- Short for if math random result 1, set BALL_SPEED otherwise set -BALL_SPEED.
ball.vel[1] = math.random( 0, 1 ) == 1 and BALL_SPEED or -BALL_SPEED
-- Start slow.
ball.vel[2] = 0
end
local function ballHit( padPos, padSize )
ball.vel[1] = -ball.vel[1]
local padCenter = padPos[2] + padSize[2] / 2
local relHitPos = ball.pos[2] - padCenter
ball.vel[2] = BALL_SPEED * relHitPos / padSize[2] * 2
end
function init()
-- Set window to center of monitor.
local mPos = RL_GetMonitorPosition( monitor )
local mSize = RL_GetMonitorSize( monitor )
RL_SetWindowSize( winSize )
RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
RL_SetWindowTitle( "Pong" )
-- Initialize ball pos.
math.randomseed( os.time() )
reset()
end
function process( delta )
-- Left player controls.
if RL_IsKeyDown( string.byte( "W" ) ) and 0 < playerLeft.pos[2] then
playerLeft.pos[2] = playerLeft.pos[2] - PLAYER_SPEED * delta
elseif RL_IsKeyDown( string.byte( "S" ) ) and playerLeft.pos[2] + playerLeft.size[2] < winSize[2] then
playerLeft.pos[2] = playerLeft.pos[2] + PLAYER_SPEED * delta
end
-- Right player controls.
if RL_IsKeyDown( KEY_UP ) and 0 < playerRight.pos[2] then
playerRight.pos[2] = playerRight.pos[2] - PLAYER_SPEED * delta
elseif RL_IsKeyDown( KEY_DOWN ) and playerRight.pos[2] + playerRight.size[2] < winSize[2] then
playerRight.pos[2] = playerRight.pos[2] + PLAYER_SPEED * delta
end
-- Move ball.
ball.pos = { ball.pos[1] + ball.vel[1] * delta,
ball.pos[2] + ball.vel[2] * delta }
-- Bounce from window edge.
if ( ball.pos[2] < ball.radius and ball.vel[2] < 0 )
or ( winSize[2] < ball.pos[2] + ball.radius and 0 < ball.vel[2] ) then
ball.vel[2] = -ball.vel[2]
end
-- Bounce from players.
local playerLeftRect = { playerLeft.pos[1], playerLeft.pos[2],
playerLeft.size[1], playerLeft.size[2] }
local playerRightRect = { playerRight.pos[1], playerRight.pos[2],
playerRight.size[1], playerRight.size[2] }
if RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerLeftRect ) and ball.vel[1] < 0 then
ballHit( playerLeft.pos, playerLeft.size )
elseif RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerRightRect ) and 0 < ball.vel[1] then
ballHit( playerRight.pos, playerRight.size )
end
-- Score.
if ball.pos[1] < 0 then
playerRight.score = playerRight.score + 1
reset()
elseif winSize[1] < ball.pos[1] then
playerLeft.score = playerLeft.score + 1
reset()
end
end
function draw()
RL_ClearBackground( BLACK )
-- Draw players.
RL_DrawRectangle( { playerLeft.pos[1], playerLeft.pos[2], playerLeft.size[1], playerLeft.size[2] }, WHITE )
RL_DrawRectangle( { playerRight.pos[1], playerRight.pos[2], playerRight.size[1], playerRight.size[2] }, WHITE )
-- Draw ball. Ball position will be the center in drawCircle.
RL_DrawCircle( ball.pos, ball.radius, WHITE )
-- Draw scire
RL_DrawText( 0, playerLeft.score, { 50, 10 }, 40, 2, WHITE )
local rightTextSize = RL_MeasureText( 0, playerRight.score, 40, 2 )
RL_DrawText( 0, playerRight.score, { winSize[1] - 50 - rightTextSize[1], 10 }, 40, 2, WHITE )
end

130
examples/pong_vec/main.lua Normal file
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@@ -0,0 +1,130 @@
-- Pong example using Vector2 library.
package.path = package.path..";"..RL_GetBasePath().."../resources/lib/?.lua"
Vec2 = require "vector2"
-- Settings.
local winSize = Vec2:new( 800, 600 )
local monitor = 0
-- Constants.
local PLAYER_SPEED = 300
local BALL_SPEED = 330
-- Game objects.
local playerLeft = {
pos = Vec2:new( 0, 0 ),
size = Vec2:new( 10, 70 ),
score = 0,
}
local playerRight = {
pos = Vec2:new( 0, 0 ),
size = Vec2:new( 10, 70 ),
score = 0,
}
local ball = {
pos = Vec2:new( 0, 0 ),
radius = 8.0,
vel = Vec2:new( 0, 0 ),
}
local function reset()
-- Initialize player positions.
playerLeft.pos.x = playerLeft.size.x
playerLeft.pos.y = winSize.y / 2 - playerLeft.size.y / 2
playerRight.pos.x = winSize.x - playerRight.size.x * 2
playerRight.pos.y = winSize.y / 2 - playerRight.size.y / 2
-- Set ball to center.
ball.pos:set( winSize.x / 2, winSize.y / 2 )
-- Short for if math random result 1, set BALL_SPEED otherwise set -BALL_SPEED.
ball.vel.x = math.random( 0, 1 ) == 1 and BALL_SPEED or -BALL_SPEED
-- Start slow.
ball.vel.y = 0
end
local function ballHit( padPos, padSize )
ball.vel.x = -ball.vel.x
local padCenter = padPos.y + padSize.y / 2
local relHitPos = ball.pos.y - padCenter
ball.vel.y = BALL_SPEED * relHitPos / padSize.y * 2
end
function init()
-- Set window to center of monitor.
local mPos = Vec2:new( RL_GetMonitorPosition( monitor ) )
local mSize = Vec2:new( RL_GetMonitorSize( monitor ) )
RL_SetWindowSize( winSize )
RL_SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
RL_SetWindowTitle( "Pong" )
-- Initialize ball pos.
math.randomseed( os.time() )
reset()
end
function process( delta )
-- Left player controls.
if RL_IsKeyDown( string.byte( "W" ) ) and 0 < playerLeft.pos.y then
playerLeft.pos.y = playerLeft.pos.y - PLAYER_SPEED * delta
elseif RL_IsKeyDown( string.byte( "S" ) ) and playerLeft.pos.y + playerLeft.size.y < winSize.y then
playerLeft.pos.y = playerLeft.pos.y + PLAYER_SPEED * delta
end
-- Right player controls.
if RL_IsKeyDown( KEY_UP ) and 0 < playerRight.pos.y then
playerRight.pos.y = playerRight.pos.y - PLAYER_SPEED * delta
elseif RL_IsKeyDown( KEY_DOWN ) and playerRight.pos.y + playerRight.size.y < winSize.y then
playerRight.pos.y = playerRight.pos.y + PLAYER_SPEED * delta
end
-- Move ball.
ball.pos = ball.pos + ball.vel:scale( delta )
-- Bounce from window edge.
if ( ball.pos.y < ball.radius and ball.vel.y < 0 )
or ( winSize.y < ball.pos.y + ball.radius and 0 < ball.vel.y ) then
ball.vel.y = -ball.vel.y
end
-- Bounce from players.
local playerLeftRect = { playerLeft.pos.x, playerLeft.pos.y,
playerLeft.size.x, playerLeft.size.y }
local playerRightRect = { playerRight.pos.x, playerRight.pos.y,
playerRight.size.x, playerRight.size.y }
if RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerLeftRect ) and ball.vel.x < 0 then
ballHit( playerLeft.pos, playerLeft.size )
elseif RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerRightRect ) and 0 < ball.vel.x then
ballHit( playerRight.pos, playerRight.size )
end
-- Score.
if ball.pos.x < 0 then
playerRight.score = playerRight.score + 1
reset()
elseif winSize.x < ball.pos.x then
playerLeft.score = playerLeft.score + 1
reset()
end
end
function draw()
RL_ClearBackground( BLACK )
-- Draw players.
RL_DrawRectangle( { playerLeft.pos.x, playerLeft.pos.y, playerLeft.size.x, playerLeft.size.y }, WHITE )
RL_DrawRectangle( { playerRight.pos.x, playerRight.pos.y, playerRight.size.x, playerRight.size.y }, WHITE )
-- Draw ball. Ball position will be the center in drawCircle.
RL_DrawCircle( ball.pos, ball.radius, WHITE )
-- Draw scire
RL_DrawText( 0, playerLeft.score, { 50, 10 }, 40, 2, WHITE )
local rightTextSize = Vec2:new( RL_MeasureText( 0, playerRight.score, 40, 2 ) )
RL_DrawText( 0, playerRight.score, { winSize.x - 50 - rightTextSize.x, 10 }, 40, 2, WHITE )
end

View File

@@ -43,6 +43,10 @@ Vector2.meta = {
}
function Vector2:new( x, y )
if type( x ) == "table" then
x, y = table.unpack( x )
end
local o = {
x = x,
y = y,
@@ -51,15 +55,23 @@ function Vector2:new( x, y )
return o
end
function Vector2:set( vec )
self.x = vec[1]
self.y = vec[2]
function Vector2:set( x, y )
if type( x ) == "table" then
x, y = table.unpack( x )
end
self.x = x
self.y = y
end
function Vector2:arr()
return { self.x, self.y }
end
function Vector2:unpack()
return self.x, self.y
end
function Vector2:clone()
return Vector2:new( self.x, self.y )
end
@@ -68,45 +80,64 @@ function Vector2:abs()
return Vector2:new( math.abs( self.x ), math.abs( self.y ) )
end
function Vector2:min( v2 )
return Vector2:new( math.min( self.x, v2.x ), math.min( self.y, v2.y ) )
end
function Vector2:max( v2 )
return Vector2:new( math.max( self.x, v2.x ), math.max( self.y, v2.y ) )
end
function Vector2:addValue( value )
return Vector2:new( RL_Vector2AddValue( self, value ) )
end
function Vector2:subValue( value )
return Vector2:new( RL_Vector2SubtractValue( self, value ) )
end
function Vector2:length()
return RL_Vector2Length( self:arr() )
return RL_Vector2Length( self )
end
function Vector2:lengthSqr()
return RL_Vector2LengthSqr( self )
end
function Vector2:dot( v2 )
return RL_Vector2DotProduct( self:arr(), v2:arr() )
return RL_Vector2DotProduct( self, v2 )
end
function Vector2:distance( v2 )
return RL_Vector2Distance( self:arr(), v2:arr() )
return RL_Vector2Distance( self, v2 )
end
function Vector2:angle( v2 )
return RL_Vector2Angle( self:arr(), v2:arr() )
return RL_Vector2Angle( self, v2 )
end
function Vector2:scale( scale )
return Vector2:new( RL_Vector2Scale( self, scale ) )
end
function Vector2:normalize()
local r = RL_Vector2Normalize( self:arr() )
return Vector2:new( r[1], r[2] )
return Vector2:new( RL_Vector2Normalize( self ) )
end
function Vector2:lerp( v2, value )
local r = RL_Vector2Lerp( self:arr(), v2:arr(), value )
return Vector2:new( r[1], r[2] )
return Vector2:new( RL_Vector2Lerp( self, v2, value ) )
end
function Vector2:reflect( normal )
local r = RL_Vector2Reflect( self:arr(), normal:arr() )
return Vector2:new( r[1], r[2] )
return Vector2:new( RL_Vector2Reflect( self, normal ) )
end
function Vector2:rotate( angle )
local r = RL_Vector2Rotate( self:arr(), angle )
return Vector2:new( r[1], r[2] )
return Vector2:new( RL_Vector2Rotate( self, angle ) )
end
function Vector2:moveTowards( target, maxDistance )
local r = RL_Vector2MoveTowards( self:arr(), target:arr(), maxDistance )
return Vector2:new( r[1], r[2] )
return Vector2:new( RL_Vector2MoveTowards( self, target, maxDistance ) )
end
return Vector2

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@@ -43,6 +43,10 @@ Vector3.meta = {
}
function Vector3:new( x, y, z )
if type( x ) == "table" then
x, y, z = table.unpack( x )
end
local o = {
x = x,
y = y,
@@ -52,16 +56,24 @@ function Vector3:new( x, y, z )
return o
end
function Vector3:set( vec )
self.x = vec[1]
self.y = vec[2]
self.z = vec[3]
function Vector3:set( x, y, z )
if type( x ) == "table" then
x, y, z = table.unpack( x )
end
self.x = x
self.y = y
self.z = z
end
function Vector3:arr()
return { self.x, self.y, self.z }
end
function Vector3:unpack()
return self.x, self.y, self.z
end
function Vector3:clone()
return Vector3:new( self.x, self.y, self.z )
end
@@ -70,60 +82,81 @@ function Vector3:abs()
return Vector3:new( math.abs( self.x ), math.abs( self.y ), math.abs( self.z ) )
end
function Vector3:min( v2 )
return Vector3:new( RL_Vector3Min( self, v2 ) )
end
function Vector3:max( v2 )
return Vector3:new( RL_Vector3Max( self, v2 ) )
end
function Vector3:addValue( value )
return Vector3:new( RL_Vector3AddValue( self, value ) )
end
function Vector3:subValue( value )
return Vector3:new( RL_Vector3SubtractValue( self, value ) )
end
function Vector3:scale( scalar )
return Vector3:new( RL_Vector3Scale( self, scalar ) )
end
function Vector3:cross( v2 )
local r = RL_Vector3CrossProduct( self:arr(), v2:arr() )
return Vector3:new( r[1], r[2], r[3] )
return Vector3:new( RL_Vector3CrossProduct( self, v2 ) )
end
function Vector3:perpendicular()
local r = RL_Vector3Perpendicular( self:arr() )
return Vector3:new( r[1], r[2], r[3] )
return Vector3:new( RL_Vector3Perpendicular( self ) )
end
function Vector3:length()
return RL_Vector3Length( self:arr() )
return RL_Vector3Length( self )
end
function Vector3:lengthSqr()
return RL_Vector3LengthSqr( self:arr() )
return RL_Vector3LengthSqr( self )
end
function Vector3:dot( v2 )
return RL_Vector3DotProduct( self:arr(), v2:arr() )
return RL_Vector3DotProduct( self, v2 )
end
function Vector3:distance( v2 )
return RL_Vector3Distance( self:arr(), v2:arr() )
return RL_Vector3Distance( self, v2 )
end
function Vector3:angle( v2 )
return RL_Vector3Angle( self, v2 )
end
function Vector3:negate()
return Vector3:new( RL_Vector3Negate( self ) )
end
function Vector3:normalize()
local r = RL_Vector3Normalize( self:arr() )
return Vector3:new( r[1], r[2], r[3] )
return Vector3:new( RL_Vector3Normalize( self ) )
end
function Vector3:orthoNormalize( v2 )
local r1, r2 = RL_Vector3OrthoNormalize( self:arr(), v2:arr() )
local r1, r2 = RL_Vector3OrthoNormalize( self, v2 )
return Vector3:new( r1[1], r1[2], r1[3] ), Vector3:new( r2[1], r2[2], r2[3] )
end
function Vector3:transform( mat )
local r = RL_Vector3Transform( self:arr(), mat )
return Vector3:new( r[1], r[2], r[3] )
return Vector3:new( RL_Vector3Transform( self, mat ) )
end
function Vector3:rotateByQuaternion( qua )
local r = RL_Vector3RotateByQuaternion( self:arr(), qua )
return Vector3:new( r[1], r[2], r[3] )
function Vector3:rotateByQuaternion( q )
return Vector3:new( RL_Vector3RotateByQuaternion( self, q ) )
end
function Vector3:lerp( v2, value )
local r = RL_Vector3Lerp( self:arr(), v2:arr(), value )
return Vector3:new( r[1], r[2], r[3] )
return Vector3:new( RL_Vector3Lerp( self, v2, value ) )
end
function Vector3:reflect( normal )
local r = RL_Vector3Reflect( self:arr(), normal:arr() )
return Vector3:new( r[1], r[2], r[3] )
return Vector3:new( RL_Vector3Reflect( self, normal ) )
end
return Vector3