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Vlong
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import | |
../../felis/core/[context, engine, entity, systems, assetmanager], ../../felis/scene/transform2d, | |
../../felis/gfx/[sprite, texture], ../../felis/input/input, ../../felis/helper/box, | |
glm | |
type | |
PaddleController {.pure.} = enum | |
Player0, Player1, Cpu | |
Paddle = object | |
ctrl: PaddleController | |
Ball = object | |
velocity: Vec2f | |
PongSystem = ref object of System | |
ctx: Context | |
paddles: array[2, Entity] | |
ball: Entity | |
display: array[2, Entity] | |
timeout: float32 | |
proc init(self: ptr Ball, entity: Entity) = discard entity.ensureDependency(Transform2d) | |
proc init(self: ptr Paddle, entity: Entity) = discard entity.ensureDependency(Transform2d) | |
const BallSpeed = 800f | |
{.this: self.} | |
proc reset(self: PongSystem) = | |
paddles[0].assign(initTransform2d(position = vec2f(10f, (float32 ctx.windowInfo.height) / 2f), | |
pivot = vec2f(10f, 70f))) | |
paddles[1].assign(initTransform2d(position = vec2f((float32 ctx.windowInfo.width) - 10f, | |
(float32 ctx.windowInfo.height) / 2f), pivot = vec2f(10f, 70f))) | |
ball.assign(Ball(velocity: vec2f(BallSpeed, 0f))) | |
ball.assign(initTransform2d(position = vec2f(ctx.windowInfo.width / 2, ctx.windowInfo.height / 2), pivot = vec2f(15f, 15f))) | |
timeout = 0.7f | |
proc newPongSystem(ctx: Context): PongSystem = | |
result = PongSystem(ctx: ctx) | |
result.initSystem(SystemPriority.PreGameplay) | |
method start(self: PongSystem) = | |
let | |
paddleTexture = ctx.assetMgr.get(Texture, "asset://coredata/pong.png") | |
paddles[0] = ctx.entityMgr.create() | |
paddles[0].assign(Paddle(ctrl: PaddleController.Player0)) | |
paddles[0].assign(Sprite(subX: 34, subY: 0, subW: 20, subH: 140, texture: paddleTexture)) | |
paddles[1] = ctx.entityMgr.create() | |
paddles[1].assign(Paddle(ctrl: PaddleController.Cpu)) | |
paddles[1].assign(Sprite(subX: 34, subY: 0, subW: 20, subH: 140, texture: paddleTexture)) | |
for i in 0..1: | |
display[i] = ctx.entityMgr.create() | |
display[i].assign(Sprite(subX: 0, subY: 26, subW: 16, subH: 24, | |
texture: ctx.assetMgr.get(Texture, "asset://coredata/led16.png"))) # font by mold | |
display[i].assign(initTransform2d(position = vec2f(ctx.windowInfo.width / 4 - 3 * 16 / 2 + ctx.windowInfo.width / 2 * (float32 i), 20f), scale = vec2f(3f, 3f))) | |
ball = ctx.entityMgr.create() | |
ball.assign(Sprite(subX: 34, subY: 0, subW: 30, subH: 30, texture: ctx.assetMgr.get(Texture, "asset://coredata/pong.png"))) | |
let net = ctx.entityMgr.create() | |
net.assign(Sprite(texture: ctx.assetMgr.get(Texture, "asset://coredata/pong.png"), subX: 0, subY: 0, subW: 10, subH: ctx.windowInfo.height)) | |
net.assign(initTransform2d(position = vec2f(ctx.windowInfo.width / 2 - 7 / 2, 0f))) | |
reset() | |
method update(self: PongSystem, dt: float) = | |
if timeout < 0f: | |
let | |
ballComponent = ball.componentPtr(Ball) | |
ballTransform = ball.componentPtr(Transform2d) | |
var newBallPosition = ballTransform.position + ballComponent.velocity * dt | |
if newBallPosition.y - 15f < 0f or newBallPosition.y + 15f > float32 ctx.windowInfo.height: | |
ballComponent.velocity.y *= -1.1f | |
ballComponent.velocity.y = clamp(ballComponent.velocity.y, -1200f, 1200f) | |
newBallPosition = ballTransform.position + ballComponent.velocity * dt | |
let ballRect = initRect(newBallPosition + vec2f(-15f, -15f), vec2f(30f, 30f)) | |
let | |
inputSys = ctx.systemMgr.get(InputSystem) | |
upDown = inputSys.isKeyDown(keyUp) | |
downDown = inputSys.isKeyDown(keyDown) | |
wDown = inputSys.isKeyDown(keyW) | |
sDown = inputSys.isKeyDown(keyS) | |
for paddle in paddles: | |
let | |
paddleComponent = paddle.componentPtr(Paddle) | |
paddleTransform = paddle.componentPtr(Transform2d) | |
rect = initRect(vec2f(-10f, -70f) + paddleTransform.position, vec2f(20f, 140f)) | |
const PaddleSpeed = 300f | |
paddleTransform.mposition += (case paddleComponent.ctrl | |
of Player0: | |
vec2f(0f, -(float32 wDown) + (float32 sDown)) | |
of Player1: | |
vec2f(0f, -(float32 upDown) + (float32 downDown)) | |
of Cpu: | |
vec2f(0f, clamp(((ballTransform.position + ballComponent.velocity * 2f).y) - paddleTransform.position.y, -1, 1))) * PaddleSpeed * dt | |
paddleTransform.position = clamp(paddleTransform.position, vec2f(0f, 70f), | |
vec2(float32 ctx.windowInfo.width, (float32 ctx.windowInfo.height) - 70f)) | |
if rect.intersects ballRect: | |
echo "collision" | |
ballComponent.velocity = (newBallPosition - paddleTransform.position).normalize * BallSpeed | |
newBallPosition = ballTransform.position | |
ballTransform.position = newBallPosition | |
if ballTransform.position.x + 15f < 0f: | |
self.display[1].componentPtr(Sprite).subX += 18 | |
reset() | |
newBallPosition = ballTransform.position | |
ballComponent.velocity = vec2f(BallSpeed, 0f) | |
if ballTransform.position.x - 15f > float32 ctx.windowInfo.width: | |
self.display[0].componentPtr(Sprite).subX += 18 | |
reset() | |
ballComponent.velocity = vec2f(-BallSpeed, 0f) | |
newBallPosition = ballTransform.position | |
else: | |
timeout -= dt | |
let myEngine = newEngine(title = "Vlong") | |
myEngine.addSystem(newPongSystem(myEngine.getContext())) | |
myEngine.start() |
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