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1 import semicongine
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2
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3 type
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4 Vertex = object
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5 position: PositionAttribute[Vec2]
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6 color: ColorAttribute[Vec3]
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7 transform: ModelTransformAttribute
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8 Uniforms = object
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9 view: ViewProjectionTransform
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10
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11 const
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12 barcolor = Vec3([1'f, 0'f, 0'f])
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13 barSize = 0.1'f
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14 barWidth = 0.01'f
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15 ballcolor = Vec3([0'f, 0'f, 0'f])
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16 levelRatio = 1
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17 ballSize = 0.01'f
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18
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19 var
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20 uniforms = Uniforms()
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21 pipeline: RenderPipeline[Vertex, Uniforms]
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22 level: Thing
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23 ballVelocity = Vec2([1'f, 1'f]).normalized * 30'f
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24
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25 proc globalUpdate(engine: var Engine; t, dt: float32) =
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26 var height = float32(engine.vulkan.frameSize.y) / float32(
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27 engine.vulkan.frameSize.x)
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28 var width = 1'f
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29 uniforms.view.value = ortho[float32](
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30 0'f, width,
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31 0'f, height,
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32 0'f, 1'f,
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33 )
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34 engine.vulkan.device.updateUniformData(pipeline, uniforms)
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35 var player = level.firstWithName("player")
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36 if Down in engine.input.keysDown and (player.transform.col(3).y + barSize/2) < height:
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37 player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f)
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38 if Up in engine.input.keysDown and (player.transform.col(3).y - barSize/2) > 0:
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39 player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f)
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40
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41 var ball = level.firstWithName("ball")
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42 ball.transform = ball.transform * translate3d(ballVelocity[0] * dt,
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43 ballVelocity[1] * dt, 0'f)
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44
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45 # loose
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46 if ball.transform.col(3).x - ballSize/2 <= 0:
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47 ballVelocity = Vec2([1'f, 1'f]).normalized * 30'f
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48 ball.transform[0, 3] = 0.5
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49 ball.transform[1, 3] = 0.5
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50
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51 # bounce level
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52 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[
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53 0] = -ballVelocity[0]
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54 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1]
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55 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[
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56 1] = -ballVelocity[1]
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57
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58 # bar
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59 if ball.transform.col(3).x - ballSize/2 <= barWidth:
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60 let
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61 barTop = player.transform.col(3).y - barSize/2
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62 barBottom = player.transform.col(3).y + barSize/2
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63 ballTop = ball.transform.col(3).y - ballSize/2
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64 ballBottom = ball.transform.col(3).y + ballSize/2
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65 if ballTop >= barTop and ballBottom <= barBottom:
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66 ballVelocity[0] = abs(ballVelocity[0])
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67
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68
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69 when isMainModule:
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70 var myengine = igniteEngine("Pong")
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71 myengine.fps = 60
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72 level = newThing("Level")
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73 var playerbarmesh = quad[Vertex, Vec2, float32]()
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74 playerbarmesh.vertexData.color.data = @[barcolor, barcolor, barcolor, barcolor]
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75 playerbarmesh.vertexData.transform.data = @[Unit44]
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76 var playerbar = newThing("playerbar", playerbarmesh)
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77 playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f,
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78 0'f, 0'f)
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79 var player = newThing("player", playerbar)
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80 player.transform = translate3d(0'f, 0.3'f, 0'f)
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81 level.add player
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82
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83 var ballmesh = circle[Vertex, Vec2, float32]()
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84 ballmesh.vertexData.color.data = newSeq[Vec3](
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85 ballmesh.vertexData.position.data.len)
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86 for i in 0 ..< ballmesh.vertexData.color.data.len:
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87 ballmesh.vertexData.color.data[i] = ballcolor
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88 ballmesh.vertexData.transform.data = @[Unit44]
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89 var ball = newThing("ball", ballmesh)
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90 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f)
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91 level.add ball
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92
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93 # upload data, prepare shaders, etc
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94 const vertexShader = generateVertexShaderCode[Vertex, Uniforms]()
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95 const fragmentShader = generateFragmentShaderCode[Vertex]()
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96 pipeline = setupPipeline[Vertex, Uniforms, uint16](
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97 myengine,
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98 level,
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99 vertexShader,
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100 fragmentShader
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101 )
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102 pipeline.clearColor = Vec4([1.0'f, 1.0'f, 1.0'f, 1.0'f])
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103 # show something
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104 myengine.run(pipeline, globalUpdate)
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105 pipeline.trash()
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106 myengine.trash()
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