Pong example, type named fields and vector lib changes.
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130
examples/pong_vec/main.lua
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130
examples/pong_vec/main.lua
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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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