Pong example, type named fields and vector lib changes.
This commit is contained in:
125
examples/pong/main.lua
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125
examples/pong/main.lua
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-- Settings.
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local winSize = { 800, 600 }
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local monitor = 0
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-- Constants.
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local PLAYER_SPEED = 300
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local BALL_SPEED = 330
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-- Game objects.
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local playerLeft = {
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pos = { 0, 0 },
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size = { 10, 70 },
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score = 0,
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}
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local playerRight = {
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pos = { 0, 0 },
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size = { 10, 70 },
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score = 0,
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}
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local ball = {
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pos = { 0, 0 },
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radius = 8.0,
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vel = { 0, 0 },
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}
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local function reset()
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-- Initialize player positions.
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playerLeft.pos[1] = playerLeft.size[1]
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playerLeft.pos[2] = winSize[2] / 2 - playerLeft.size[2] / 2
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playerRight.pos[1] = winSize[1] - playerRight.size[1] * 2
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playerRight.pos[2] = winSize[2] / 2 - playerRight.size[2] / 2
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-- Set ball to center.
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ball.pos = { winSize[1] / 2, winSize[2] / 2 }
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-- Short for if math random result 1, set BALL_SPEED otherwise set -BALL_SPEED.
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ball.vel[1] = math.random( 0, 1 ) == 1 and BALL_SPEED or -BALL_SPEED
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-- Start slow.
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ball.vel[2] = 0
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end
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local function ballHit( padPos, padSize )
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ball.vel[1] = -ball.vel[1]
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local padCenter = padPos[2] + padSize[2] / 2
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local relHitPos = ball.pos[2] - padCenter
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ball.vel[2] = BALL_SPEED * relHitPos / padSize[2] * 2
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end
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function init()
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-- Set window to center of monitor.
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local mPos = RL_GetMonitorPosition( monitor )
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local mSize = RL_GetMonitorSize( monitor )
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RL_SetWindowSize( winSize )
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RL_SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
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RL_SetWindowTitle( "Pong" )
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-- Initialize ball pos.
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math.randomseed( os.time() )
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reset()
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end
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function process( delta )
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-- Left player controls.
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if RL_IsKeyDown( string.byte( "W" ) ) and 0 < playerLeft.pos[2] then
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playerLeft.pos[2] = playerLeft.pos[2] - PLAYER_SPEED * delta
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elseif RL_IsKeyDown( string.byte( "S" ) ) and playerLeft.pos[2] + playerLeft.size[2] < winSize[2] then
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playerLeft.pos[2] = playerLeft.pos[2] + PLAYER_SPEED * delta
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end
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-- Right player controls.
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if RL_IsKeyDown( KEY_UP ) and 0 < playerRight.pos[2] then
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playerRight.pos[2] = playerRight.pos[2] - PLAYER_SPEED * delta
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elseif RL_IsKeyDown( KEY_DOWN ) and playerRight.pos[2] + playerRight.size[2] < winSize[2] then
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playerRight.pos[2] = playerRight.pos[2] + PLAYER_SPEED * delta
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end
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-- Move ball.
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ball.pos = { ball.pos[1] + ball.vel[1] * delta,
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ball.pos[2] + ball.vel[2] * delta }
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-- Bounce from window edge.
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if ( ball.pos[2] < ball.radius and ball.vel[2] < 0 )
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or ( winSize[2] < ball.pos[2] + ball.radius and 0 < ball.vel[2] ) then
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ball.vel[2] = -ball.vel[2]
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end
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-- Bounce from players.
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local playerLeftRect = { playerLeft.pos[1], playerLeft.pos[2],
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playerLeft.size[1], playerLeft.size[2] }
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local playerRightRect = { playerRight.pos[1], playerRight.pos[2],
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playerRight.size[1], playerRight.size[2] }
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if RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerLeftRect ) and ball.vel[1] < 0 then
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ballHit( playerLeft.pos, playerLeft.size )
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elseif RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerRightRect ) and 0 < ball.vel[1] then
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ballHit( playerRight.pos, playerRight.size )
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end
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-- Score.
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if ball.pos[1] < 0 then
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playerRight.score = playerRight.score + 1
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reset()
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elseif winSize[1] < ball.pos[1] then
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playerLeft.score = playerLeft.score + 1
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reset()
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end
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end
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function draw()
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RL_ClearBackground( BLACK )
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-- Draw players.
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RL_DrawRectangle( { playerLeft.pos[1], playerLeft.pos[2], playerLeft.size[1], playerLeft.size[2] }, WHITE )
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RL_DrawRectangle( { playerRight.pos[1], playerRight.pos[2], playerRight.size[1], playerRight.size[2] }, WHITE )
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-- Draw ball. Ball position will be the center in drawCircle.
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RL_DrawCircle( ball.pos, ball.radius, WHITE )
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-- Draw scire
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RL_DrawText( 0, playerLeft.score, { 50, 10 }, 40, 2, WHITE )
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local rightTextSize = RL_MeasureText( 0, playerRight.score, 40, 2 )
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RL_DrawText( 0, playerRight.score, { winSize[1] - 50 - rightTextSize[1], 10 }, 40, 2, WHITE )
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end
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130
examples/pong_vec/main.lua
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130
examples/pong_vec/main.lua
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@@ -0,0 +1,130 @@
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-- Pong example using Vector2 library.
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package.path = package.path..";"..RL_GetBasePath().."../resources/lib/?.lua"
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Vec2 = require "vector2"
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-- Settings.
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local winSize = Vec2:new( 800, 600 )
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local monitor = 0
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-- Constants.
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local PLAYER_SPEED = 300
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local BALL_SPEED = 330
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-- Game objects.
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local playerLeft = {
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pos = Vec2:new( 0, 0 ),
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size = Vec2:new( 10, 70 ),
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score = 0,
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}
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local playerRight = {
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pos = Vec2:new( 0, 0 ),
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size = Vec2:new( 10, 70 ),
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score = 0,
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}
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local ball = {
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pos = Vec2:new( 0, 0 ),
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radius = 8.0,
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vel = Vec2:new( 0, 0 ),
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}
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local function reset()
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-- Initialize player positions.
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playerLeft.pos.x = playerLeft.size.x
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playerLeft.pos.y = winSize.y / 2 - playerLeft.size.y / 2
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playerRight.pos.x = winSize.x - playerRight.size.x * 2
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playerRight.pos.y = winSize.y / 2 - playerRight.size.y / 2
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-- Set ball to center.
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ball.pos:set( winSize.x / 2, winSize.y / 2 )
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-- Short for if math random result 1, set BALL_SPEED otherwise set -BALL_SPEED.
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ball.vel.x = math.random( 0, 1 ) == 1 and BALL_SPEED or -BALL_SPEED
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-- Start slow.
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ball.vel.y = 0
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end
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local function ballHit( padPos, padSize )
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ball.vel.x = -ball.vel.x
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local padCenter = padPos.y + padSize.y / 2
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local relHitPos = ball.pos.y - padCenter
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ball.vel.y = BALL_SPEED * relHitPos / padSize.y * 2
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end
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function init()
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-- Set window to center of monitor.
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local mPos = Vec2:new( RL_GetMonitorPosition( monitor ) )
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local mSize = Vec2:new( RL_GetMonitorSize( monitor ) )
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RL_SetWindowSize( winSize )
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RL_SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
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RL_SetWindowTitle( "Pong" )
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-- Initialize ball pos.
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math.randomseed( os.time() )
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reset()
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end
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function process( delta )
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-- Left player controls.
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if RL_IsKeyDown( string.byte( "W" ) ) and 0 < playerLeft.pos.y then
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playerLeft.pos.y = playerLeft.pos.y - PLAYER_SPEED * delta
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elseif RL_IsKeyDown( string.byte( "S" ) ) and playerLeft.pos.y + playerLeft.size.y < winSize.y then
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playerLeft.pos.y = playerLeft.pos.y + PLAYER_SPEED * delta
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end
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-- Right player controls.
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if RL_IsKeyDown( KEY_UP ) and 0 < playerRight.pos.y then
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playerRight.pos.y = playerRight.pos.y - PLAYER_SPEED * delta
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elseif RL_IsKeyDown( KEY_DOWN ) and playerRight.pos.y + playerRight.size.y < winSize.y then
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playerRight.pos.y = playerRight.pos.y + PLAYER_SPEED * delta
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end
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-- Move ball.
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ball.pos = ball.pos + ball.vel:scale( delta )
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-- Bounce from window edge.
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if ( ball.pos.y < ball.radius and ball.vel.y < 0 )
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or ( winSize.y < ball.pos.y + ball.radius and 0 < ball.vel.y ) then
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ball.vel.y = -ball.vel.y
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end
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-- Bounce from players.
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local playerLeftRect = { playerLeft.pos.x, playerLeft.pos.y,
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playerLeft.size.x, playerLeft.size.y }
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local playerRightRect = { playerRight.pos.x, playerRight.pos.y,
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playerRight.size.x, playerRight.size.y }
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if RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerLeftRect ) and ball.vel.x < 0 then
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ballHit( playerLeft.pos, playerLeft.size )
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elseif RL_CheckCollisionCircleRec( ball.pos, ball.radius, playerRightRect ) and 0 < ball.vel.x then
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ballHit( playerRight.pos, playerRight.size )
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end
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-- Score.
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if ball.pos.x < 0 then
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playerRight.score = playerRight.score + 1
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reset()
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elseif winSize.x < ball.pos.x then
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playerLeft.score = playerLeft.score + 1
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reset()
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end
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end
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function draw()
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RL_ClearBackground( BLACK )
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-- Draw players.
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RL_DrawRectangle( { playerLeft.pos.x, playerLeft.pos.y, playerLeft.size.x, playerLeft.size.y }, WHITE )
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RL_DrawRectangle( { playerRight.pos.x, playerRight.pos.y, playerRight.size.x, playerRight.size.y }, WHITE )
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-- Draw ball. Ball position will be the center in drawCircle.
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RL_DrawCircle( ball.pos, ball.radius, WHITE )
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-- Draw scire
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RL_DrawText( 0, playerLeft.score, { 50, 10 }, 40, 2, WHITE )
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local rightTextSize = Vec2:new( RL_MeasureText( 0, playerRight.score, 40, 2 ) )
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RL_DrawText( 0, playerRight.score, { winSize.x - 50 - rightTextSize.x, 10 }, 40, 2, WHITE )
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end
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@@ -43,6 +43,10 @@ Vector2.meta = {
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}
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function Vector2:new( x, y )
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if type( x ) == "table" then
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x, y = table.unpack( x )
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end
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local o = {
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x = x,
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y = y,
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@@ -51,15 +55,23 @@ function Vector2:new( x, y )
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return o
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end
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function Vector2:set( vec )
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self.x = vec[1]
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self.y = vec[2]
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function Vector2:set( x, y )
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if type( x ) == "table" then
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x, y = table.unpack( x )
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end
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self.x = x
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self.y = y
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end
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function Vector2:arr()
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return { self.x, self.y }
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end
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function Vector2:unpack()
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return self.x, self.y
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end
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function Vector2:clone()
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return Vector2:new( self.x, self.y )
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end
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@@ -68,45 +80,64 @@ function Vector2:abs()
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return Vector2:new( math.abs( self.x ), math.abs( self.y ) )
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end
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function Vector2:min( v2 )
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return Vector2:new( math.min( self.x, v2.x ), math.min( self.y, v2.y ) )
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end
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function Vector2:max( v2 )
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return Vector2:new( math.max( self.x, v2.x ), math.max( self.y, v2.y ) )
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end
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function Vector2:addValue( value )
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return Vector2:new( RL_Vector2AddValue( self, value ) )
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end
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function Vector2:subValue( value )
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return Vector2:new( RL_Vector2SubtractValue( self, value ) )
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end
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function Vector2:length()
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return RL_Vector2Length( self:arr() )
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return RL_Vector2Length( self )
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end
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function Vector2:lengthSqr()
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return RL_Vector2LengthSqr( self )
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end
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function Vector2:dot( v2 )
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return RL_Vector2DotProduct( self:arr(), v2:arr() )
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return RL_Vector2DotProduct( self, v2 )
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end
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function Vector2:distance( v2 )
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return RL_Vector2Distance( self:arr(), v2:arr() )
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return RL_Vector2Distance( self, v2 )
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end
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function Vector2:angle( v2 )
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return RL_Vector2Angle( self:arr(), v2:arr() )
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return RL_Vector2Angle( self, v2 )
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end
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function Vector2:scale( scale )
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return Vector2:new( RL_Vector2Scale( self, scale ) )
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end
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function Vector2:normalize()
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local r = RL_Vector2Normalize( self:arr() )
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return Vector2:new( r[1], r[2] )
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return Vector2:new( RL_Vector2Normalize( self ) )
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end
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function Vector2:lerp( v2, value )
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local r = RL_Vector2Lerp( self:arr(), v2:arr(), value )
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return Vector2:new( r[1], r[2] )
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return Vector2:new( RL_Vector2Lerp( self, v2, value ) )
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end
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function Vector2:reflect( normal )
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local r = RL_Vector2Reflect( self:arr(), normal:arr() )
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return Vector2:new( r[1], r[2] )
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return Vector2:new( RL_Vector2Reflect( self, normal ) )
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end
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function Vector2:rotate( angle )
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local r = RL_Vector2Rotate( self:arr(), angle )
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return Vector2:new( r[1], r[2] )
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return Vector2:new( RL_Vector2Rotate( self, angle ) )
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end
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function Vector2:moveTowards( target, maxDistance )
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local r = RL_Vector2MoveTowards( self:arr(), target:arr(), maxDistance )
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return Vector2:new( r[1], r[2] )
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return Vector2:new( RL_Vector2MoveTowards( self, target, maxDistance ) )
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end
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return Vector2
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@@ -43,6 +43,10 @@ Vector3.meta = {
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}
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function Vector3:new( x, y, z )
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if type( x ) == "table" then
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x, y, z = table.unpack( x )
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end
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local o = {
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x = x,
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y = y,
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@@ -52,16 +56,24 @@ function Vector3:new( x, y, z )
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return o
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end
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function Vector3:set( vec )
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self.x = vec[1]
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self.y = vec[2]
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self.z = vec[3]
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function Vector3:set( x, y, z )
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if type( x ) == "table" then
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x, y, z = table.unpack( x )
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end
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self.x = x
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self.y = y
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self.z = z
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end
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function Vector3:arr()
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return { self.x, self.y, self.z }
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end
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function Vector3:unpack()
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return self.x, self.y, self.z
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end
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function Vector3:clone()
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return Vector3:new( self.x, self.y, self.z )
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end
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@@ -70,60 +82,81 @@ function Vector3:abs()
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return Vector3:new( math.abs( self.x ), math.abs( self.y ), math.abs( self.z ) )
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end
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function Vector3:min( v2 )
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return Vector3:new( RL_Vector3Min( self, v2 ) )
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end
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function Vector3:max( v2 )
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return Vector3:new( RL_Vector3Max( self, v2 ) )
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end
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function Vector3:addValue( value )
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return Vector3:new( RL_Vector3AddValue( self, value ) )
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end
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function Vector3:subValue( value )
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return Vector3:new( RL_Vector3SubtractValue( self, value ) )
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end
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function Vector3:scale( scalar )
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return Vector3:new( RL_Vector3Scale( self, scalar ) )
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end
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function Vector3:cross( v2 )
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local r = RL_Vector3CrossProduct( self:arr(), v2:arr() )
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return Vector3:new( r[1], r[2], r[3] )
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return Vector3:new( RL_Vector3CrossProduct( self, v2 ) )
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end
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function Vector3:perpendicular()
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local r = RL_Vector3Perpendicular( self:arr() )
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return Vector3:new( r[1], r[2], r[3] )
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return Vector3:new( RL_Vector3Perpendicular( self ) )
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end
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function Vector3:length()
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return RL_Vector3Length( self:arr() )
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return RL_Vector3Length( self )
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end
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function Vector3:lengthSqr()
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return RL_Vector3LengthSqr( self:arr() )
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return RL_Vector3LengthSqr( self )
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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
|
||||
|
||||
Reference in New Issue
Block a user