-- 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