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authorjussi2023-10-30 22:40:20 +0200
committerjussi2023-10-30 22:40:20 +0200
commitc3295e014d979c0213b3fb7e4837b5356bc8fdb4 (patch)
tree66ee22c7140761a17bf174d71fecfb94c1378b1d /examples/pong/main.lua
parent6e0d577d63b221797cdc7f392718dd1c4fb384b4 (diff)
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Reintroducing Unload functions. Is*Ready functions. GC_UNLOAD setting and check function.
Diffstat (limited to 'examples/pong/main.lua')
-rw-r--r--examples/pong/main.lua105
1 files changed, 55 insertions, 50 deletions
diff --git a/examples/pong/main.lua b/examples/pong/main.lua
index 80c4346..4dd3462 100644
--- a/examples/pong/main.lua
+++ b/examples/pong/main.lua
@@ -1,5 +1,11 @@
+-- Pong example using Vector2 library.
+
+package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
+
+Vec2 = require "vector2"
+
-- Settings.
-local winSize = { 800, 600 }
+local winSize = Vec2:new( 800, 600 )
local monitor = 0
-- Constants.
@@ -8,54 +14,54 @@ local BALL_SPEED = 330
-- Game objects.
local playerLeft = {
- pos = { 0, 0 },
- size = { 10, 70 },
+ pos = Vec2:new( 0, 0 ),
+ size = Vec2:new( 10, 70 ),
score = 0,
}
local playerRight = {
- pos = { 0, 0 },
- size = { 10, 70 },
+ pos = Vec2:new( 0, 0 ),
+ size = Vec2:new( 10, 70 ),
score = 0,
}
local ball = {
- pos = { 0, 0 },
+ pos = Vec2:new( 0, 0 ),
radius = 8.0,
- vel = { 0, 0 },
+ vel = Vec2:new( 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
+ 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 = { winSize[1] / 2, winSize[2] / 2 }
+ ball.pos:set( winSize.x / 2, winSize.y / 2 )
-- Short for if math random result 1, set BALL_SPEED otherwise set -BALL_SPEED.
-- Could be replaced by normal if statement for easier readability.
- ball.vel[1] = math.random( 0, 1 ) == 1 and BALL_SPEED or -BALL_SPEED
+ ball.vel.x = math.random( 0, 1 ) == 1 and BALL_SPEED or -BALL_SPEED
-- Start slow.
- ball.vel[2] = 0
+ ball.vel.y = 0
end
local function ballHit( padPos, padSize )
- ball.vel[1] = -ball.vel[1]
+ ball.vel.x = -ball.vel.x
- local padCenter = padPos[2] + padSize[2] / 2
- local relHitPos = ball.pos[2] - padCenter
- ball.vel[2] = BALL_SPEED * relHitPos / padSize[2] * 2
+ local padCenter = padPos.y + padSize.y / 2
+ local relHitPos = ball.pos.y - padCenter
+ ball.vel.y = BALL_SPEED * relHitPos / padSize.y * 2
end
function RL.init()
-- Set window to center of monitor.
- local mPos = RL.GetMonitorPosition( monitor )
- local mSize = RL.GetMonitorSize( monitor )
+ local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) )
+ local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
- RL.SetWindowState( RL.FLAG_VSYNC_HINT )
+ RL.SetConfigFlags( RL.FLAG_VSYNC_HINT )
RL.SetWindowSize( winSize )
- RL.SetWindowPosition( { mPos[1] + mSize[1] / 2 - winSize[1] / 2, mPos[2] + mSize[2] / 2 - winSize[2] / 2 } )
+ RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
RL.SetWindowTitle( "Pong" )
-- Initialize ball pos.
@@ -65,46 +71,45 @@ end
function RL.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
+ if RL.IsKeyDown( RL.KEY_W ) and 0 < playerLeft.pos.y then
+ playerLeft.pos.y = playerLeft.pos.y - PLAYER_SPEED * delta
+ elseif RL.IsKeyDown( RL.KEY_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( RL.KEY_UP ) and 0 < playerRight.pos[2] then
- playerRight.pos[2] = playerRight.pos[2] - PLAYER_SPEED * delta
- elseif RL.IsKeyDown( RL.KEY_DOWN ) and playerRight.pos[2] + playerRight.size[2] < winSize[2] then
- playerRight.pos[2] = playerRight.pos[2] + PLAYER_SPEED * delta
+ if RL.IsKeyDown( RL.KEY_UP ) and 0 < playerRight.pos.y then
+ playerRight.pos.y = playerRight.pos.y - PLAYER_SPEED * delta
+ elseif RL.IsKeyDown( RL.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[1] + ball.vel[1] * delta,
- ball.pos[2] + ball.vel[2] * delta }
+ ball.pos = ball.pos + ball.vel:scale( 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]
+ 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[1], playerLeft.pos[2],
- playerLeft.size[1], playerLeft.size[2] }
- local playerRightRect = { playerRight.pos[1], playerRight.pos[2],
- playerRight.size[1], playerRight.size[2] }
+ 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[1] < 0 then
+ 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[1] then
+ elseif RL.CheckCollisionCircleRec( ball.pos, ball.radius, playerRightRect ) and 0 < ball.vel.x then
ballHit( playerRight.pos, playerRight.size )
end
-- Score.
- if ball.pos[1] < 0 then
+ if ball.pos.x < 0 then
playerRight.score = playerRight.score + 1
reset()
- elseif winSize[1] < ball.pos[1] then
+ elseif winSize.x < ball.pos.x then
playerLeft.score = playerLeft.score + 1
reset()
end
@@ -114,14 +119,14 @@ function RL.draw()
RL.ClearBackground( RL.BLACK )
-- Draw players.
- RL.DrawRectangle( { playerLeft.pos[1], playerLeft.pos[2], playerLeft.size[1], playerLeft.size[2] }, RL.WHITE )
- RL.DrawRectangle( { playerRight.pos[1], playerRight.pos[2], playerRight.size[1], playerRight.size[2] }, RL.WHITE )
+ RL.DrawRectangle( { playerLeft.pos.x, playerLeft.pos.y, playerLeft.size.x, playerLeft.size.y }, RL.WHITE )
+ RL.DrawRectangle( { playerRight.pos.x, playerRight.pos.y, playerRight.size.x, playerRight.size.y }, RL.WHITE )
-- Draw ball. Ball position will be the center in drawCircle.
RL.DrawCircle( ball.pos, ball.radius, RL.WHITE )
- -- Draw scire
- RL.DrawText( RL.defaultFont, playerLeft.score, { 50, 10 }, 40, 2, RL.WHITE )
- local rightTextSize = RL.MeasureText( RL.defaultFont, playerRight.score, 40, 2 )
- RL.DrawText( RL.defaultFont, playerRight.score, { winSize[1] - 50 - rightTextSize[1], 10 }, 40, 2, RL.WHITE )
+ -- Draw score.
+ RL.DrawText( RL.GetFontDefault(), tostring( playerLeft.score ), { 50, 10 }, 40, 2, RL.WHITE )
+ local rightTextSize = Vec2:new( RL.MeasureText( RL.GetFontDefault(), tostring( playerRight.score ), 40, 2 ) )
+ RL.DrawText( RL.GetFontDefault(), tostring( playerRight.score ), { winSize.x - 50 - rightTextSize.x, 10 }, 40, 2, RL.WHITE )
end