diff options
Diffstat (limited to 'examples/pong_vec/main.lua')
| -rw-r--r-- | examples/pong_vec/main.lua | 46 |
1 files changed, 23 insertions, 23 deletions
diff --git a/examples/pong_vec/main.lua b/examples/pong_vec/main.lua index 4bf3d35..2b81452 100644 --- a/examples/pong_vec/main.lua +++ b/examples/pong_vec/main.lua @@ -1,6 +1,6 @@ -- Pong example using Vector2 library. -package.path = package.path..";"..RL_GetBasePath().."../resources/lib/?.lua" +package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua" Vec2 = require "vector2" @@ -54,33 +54,33 @@ local function ballHit( padPos, padSize ) ball.vel.y = BALL_SPEED * relHitPos / padSize.y * 2 end -function init() +function RL.init() -- Set window to center of monitor. - local mPos = Vec2:new( RL_GetMonitorPosition( monitor ) ) - local mSize = Vec2:new( RL_GetMonitorSize( monitor ) ) + local mPos = Vec2:new( RL.GetMonitorPosition( monitor ) ) + local mSize = Vec2:new( RL.GetMonitorSize( monitor ) ) - RL_SetConfigFlags( 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" ) + 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 process( delta ) +function RL.process( delta ) -- Left player controls. - if RL_IsKeyDown( KEY_W ) and 0 < playerLeft.pos.y then + if RL.IsKeyDown( RL.KEY_W ) and 0 < playerLeft.pos.y then playerLeft.pos.y = playerLeft.pos.y - PLAYER_SPEED * delta - elseif RL_IsKeyDown( KEY_S ) and playerLeft.pos.y + playerLeft.size.y < winSize.y then + 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( KEY_UP ) and 0 < playerRight.pos.y then + if RL.IsKeyDown( RL.KEY_UP ) and 0 < playerRight.pos.y then playerRight.pos.y = playerRight.pos.y - PLAYER_SPEED * delta - elseif RL_IsKeyDown( KEY_DOWN ) and playerRight.pos.y + playerRight.size.y < winSize.y then + 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 @@ -99,9 +99,9 @@ function process( delta ) 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 + 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 + elseif RL.CheckCollisionCircleRec( ball.pos, ball.radius, playerRightRect ) and 0 < ball.vel.x then ballHit( playerRight.pos, playerRight.size ) end @@ -115,18 +115,18 @@ function process( delta ) end end -function draw() - RL_ClearBackground( BLACK ) +function RL.draw() + RL.ClearBackground( RL.BLACK ) -- Draw players. - RL_DrawRectangle( { playerLeft.pos.x, playerLeft.pos.y, playerLeft.size.x, playerLeft.size.y }, WHITE ) - RL_DrawRectangle( { playerRight.pos.x, playerRight.pos.y, playerRight.size.x, playerRight.size.y }, 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, WHITE ) + RL.DrawCircle( ball.pos, ball.radius, RL.WHITE ) -- Draw score. - RL_DrawText( 0, playerLeft.score, { 50, 10 }, 40, 2, WHITE ) - local rightTextSize = Vec2:new( RL_MeasureText( 0, playerRight.score, 40, 2 ) ) - RL_DrawText( 0, playerRight.score, { winSize.x - 50 - rightTextSize.x, 10 }, 40, 2, WHITE ) + RL.DrawText( 0, playerLeft.score, { 50, 10 }, 40, 2, RL.WHITE ) + local rightTextSize = Vec2:new( RL.MeasureText( 0, playerRight.score, 40, 2 ) ) + RL.DrawText( 0, playerRight.score, { winSize.x - 50 - rightTextSize.x, 10 }, 40, 2, RL.WHITE ) end |
