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-rw-r--r--examples/pong/main.lua125
1 files changed, 125 insertions, 0 deletions
diff --git a/examples/pong/main.lua b/examples/pong/main.lua
new file mode 100644
index 0000000..ae3c321
--- /dev/null
+++ b/examples/pong/main.lua
@@ -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