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-rw-r--r--examples/pong_vec/main.lua132
1 files changed, 0 insertions, 132 deletions
diff --git a/examples/pong_vec/main.lua b/examples/pong_vec/main.lua
deleted file mode 100644
index 0b8ff62..0000000
--- a/examples/pong_vec/main.lua
+++ /dev/null
@@ -1,132 +0,0 @@
--- Pong example using Vector2 library.
-
-package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
-
-Vec2 = require "vector2"
-
--- Settings.
-local winSize = Vec2:new( 800, 600 )
-local monitor = 0
-
--- Constants.
-local PLAYER_SPEED = 300
-local BALL_SPEED = 330
-
--- Game objects.
-local playerLeft = {
- pos = Vec2:new( 0, 0 ),
- size = Vec2:new( 10, 70 ),
- score = 0,
-}
-local playerRight = {
- pos = Vec2:new( 0, 0 ),
- size = Vec2:new( 10, 70 ),
- score = 0,
-}
-local ball = {
- pos = Vec2:new( 0, 0 ),
- radius = 8.0,
- vel = Vec2:new( 0, 0 ),
-}
-
-local function reset()
- -- Initialize player positions.
- 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: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.x = math.random( 0, 1 ) == 1 and BALL_SPEED or -BALL_SPEED
- -- Start slow.
- ball.vel.y = 0
-end
-
-local function ballHit( padPos, padSize )
- ball.vel.x = -ball.vel.x
-
- 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 = Vec2:new( RL.GetMonitorPosition( monitor ) )
- local mSize = Vec2:new( RL.GetMonitorSize( monitor ) )
-
- RL.SetConfigFlags( RL.FLAG_VSYNC_HINT )
- RL.SetWindowSize( winSize )
- RL.SetWindowPosition( { mPos.x + mSize.x / 2 - winSize.x / 2, mPos.y + mSize.y / 2 - winSize.y / 2 } )
- RL.SetWindowTitle( "Pong" )
-
- -- Initialize ball pos.
- math.randomseed( os.time() )
- reset()
-end
-
-function RL.process( delta )
- -- Left player controls.
- 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.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 + ball.vel:scale( delta )
-
- -- Bounce from window edge.
- 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.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.x < 0 then
- ballHit( playerLeft.pos, playerLeft.size )
- elseif RL.CheckCollisionCircleRec( ball.pos, ball.radius, playerRightRect ) and 0 < ball.vel.x then
- ballHit( playerRight.pos, playerRight.size )
- end
-
- -- Score.
- if ball.pos.x < 0 then
- playerRight.score = playerRight.score + 1
- reset()
- elseif winSize.x < ball.pos.x then
- playerLeft.score = playerLeft.score + 1
- reset()
- end
-end
-
-function RL.draw()
- RL.ClearBackground( RL.BLACK )
-
- -- Draw players.
- 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 score.
- RL.DrawText( RL.defaultFont, tostring( playerLeft.score ), { 50, 10 }, 40, 2, RL.WHITE )
- local rightTextSize = Vec2:new( RL.MeasureText( RL.defaultFont, tostring( playerRight.score ), 40, 2 ) )
- RL.DrawText( RL.defaultFont, tostring( playerRight.score ), { winSize.x - 50 - rightTextSize.x, 10 }, 40, 2, RL.WHITE )
-end