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-- 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.
-- Could be replaced by normal if statement for easier readability.
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_SetWindowState( FLAG_VSYNC_HINT )
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
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