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 -- Pixels per second. local BALL_SPEED = 330 -- Pixels per second. -- 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 easy. 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:newT( RL.GetMonitorPosition( monitor ) ) local mSize = Vec2:newT( 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.update( 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( tostring( playerLeft.score ), { 50, 10 }, 40, RL.WHITE ) local rightTextSize = Vec2:newT( RL.MeasureTextEx( RL.GetFontDefault(), tostring( playerRight.score ), 40, 2 ) ) RL.DrawText( tostring( playerRight.score ), { winSize.x - 50 - rightTextSize.x, 10 }, 40, RL.WHITE ) end