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-rw-r--r--examples/pong_vec/main.lua46
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