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Diffstat (limited to 'examples/pong/main.lua')
| -rw-r--r-- | examples/pong/main.lua | 125 |
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 |
