Mercurial > games > semicongine
annotate examples/E10_pong.nim @ 209:461c18ee759b
next version, because we got most low-level stuff, at least in a crappy version
| author | Sam <sam@basx.dev> |
|---|---|
| date | Tue, 09 May 2023 01:37:46 +0700 |
| parents | 84fd522fdf3f |
| children | f3912838cd69 |
| rev | line source |
|---|---|
| 146 | 1 import std/times |
| 2 | |
| 74 | 3 import semicongine |
| 4 | |
| 146 | 5 let |
| 6 barcolor = hexToColor("5A3F00").gamma(2.2).colorToHex() | |
| 74 | 7 barSize = 0.1'f |
| 8 barWidth = 0.01'f | |
| 146 | 9 ballcolor = hexToColor("B17F08").gamma(2.2).colorToHex() |
| 74 | 10 ballSize = 0.01'f |
| 146 | 11 backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2) |
| 77 | 12 ballSpeed = 60'f |
| 74 | 13 |
| 14 var | |
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15 level: Scene |
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16 ballVelocity = newVec2f(1, 1).normalized * ballSpeed |
| 74 | 17 |
| 18 when isMainModule: | |
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19 var myengine = initEngine("Pong") |
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20 level = newScene("scene", newEntity("Level")) |
| 146 | 21 var playerbarmesh = rect(color=barcolor) |
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22 var playerbar = newEntity("playerbar", playerbarmesh) |
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23 playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, 0'f, 0'f) |
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24 var player = newEntity("player", playerbar) |
| 74 | 25 player.transform = translate3d(0'f, 0.3'f, 0'f) |
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26 level.root.add player |
| 74 | 27 |
| 146 | 28 var ballmesh = circle(color=ballcolor) |
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29 var ball = newEntity("ball", ballmesh) |
| 74 | 30 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) |
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31 level.root.add ball |
| 74 | 32 |
| 146 | 33 const |
| 34 vertexInput = @[ | |
| 156 | 35 attr[Vec3f]("position"), |
| 36 attr[Vec3f]("color", memoryPerformanceHint=PreferFastWrite), | |
| 37 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), | |
| 146 | 38 ] |
| 39 vertexOutput = @[attr[Vec3f]("outcolor")] | |
| 40 uniforms = @[attr[Mat4]("projection")] | |
| 41 fragOutput = @[attr[Vec4f]("color")] | |
| 42 vertexCode = compileGlslShader( | |
| 43 stage=VK_SHADER_STAGE_VERTEX_BIT, | |
| 44 inputs=vertexInput, | |
| 45 uniforms=uniforms, | |
| 46 outputs=vertexOutput, | |
| 47 main="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""" | |
| 48 ) | |
| 49 fragmentCode = compileGlslShader( | |
| 50 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | |
| 51 inputs=vertexOutput, | |
| 52 uniforms=uniforms, | |
| 53 outputs=fragOutput, | |
| 54 main="color = vec4(outcolor, 1);" | |
| 55 ) | |
| 56 | |
| 57 # set up rendering | |
| 58 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor)) | |
| 59 myengine.addScene(level, vertexInput, transformAttribute="transform") | |
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60 level.addShaderGlobal("projection", Unit4f32) |
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61 |
| 146 | 62 var |
| 63 winsize = myengine.getWindow().size | |
| 64 height = float32(winsize[1]) / float32(winsize[0]) | |
| 65 width = 1'f | |
| 66 currentTime = cpuTime() | |
| 165 | 67 showSystemCursor = true |
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68 fullscreen = false |
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69 while myengine.updateInputs() == Running and not myengine.keyIsDown(Escape): |
| 165 | 70 if myengine.keyWasPressed(C): |
| 71 if showSystemCursor: | |
| 72 myengine.hideSystemCursor() | |
| 73 else: | |
| 74 myengine.showSystemCursor() | |
| 75 showSystemCursor = not showSystemCursor | |
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76 if myengine.keyWasPressed(F): |
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parents:
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77 fullscreen = not fullscreen |
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5b0e27e448cb
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Sam <sam@basx.dev>
parents:
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diff
changeset
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78 myengine.fullscreen(fullscreen) |
| 165 | 79 |
| 146 | 80 let dt: float32 = cpuTime() - currentTime |
| 81 currentTime = cpuTime() | |
| 82 if myengine.windowWasResized(): | |
| 83 winsize = myengine.getWindow().size | |
| 84 height = float32(winsize[1]) / float32(winsize[0]) | |
| 85 width = 1'f | |
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84fd522fdf3f
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Sam <sam@basx.dev>
parents:
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diff
changeset
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86 setShaderGlobal(level, "projection", ortho[float32](0'f, width, 0'f, height, 0'f, 1'f)) |
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84fd522fdf3f
did: update examples to use new API for scene + scene globals
Sam <sam@basx.dev>
parents:
166
diff
changeset
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87 var player = level.root.firstWithName("player") |
| 146 | 88 if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height: |
| 89 player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f) | |
| 90 if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0: | |
| 91 player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f) | |
| 92 | |
| 93 # bounce level | |
| 94 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0] | |
| 95 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] | |
| 96 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1] | |
| 97 | |
| 98 ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32) | |
| 99 | |
| 100 # loose | |
| 101 if ball.transform.col(3).x - ballSize/2 <= 0: | |
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166
5b0e27e448cb
add: support for showing/hiding cursur, X11 fullscreen (win32 still missing)
Sam <sam@basx.dev>
parents:
165
diff
changeset
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102 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(30'f, 30'f, 0'f) |
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5b0e27e448cb
add: support for showing/hiding cursur, X11 fullscreen (win32 still missing)
Sam <sam@basx.dev>
parents:
165
diff
changeset
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103 ballVelocity = newVec2f(1, 1).normalized * ballSpeed |
| 146 | 104 |
| 105 # bar | |
| 106 if ball.transform.col(3).x - ballSize/2 <= barWidth: | |
| 107 let | |
| 108 barTop = player.transform.col(3).y - barSize/2 | |
| 109 barBottom = player.transform.col(3).y + barSize/2 | |
| 110 ballTop = ball.transform.col(3).y - ballSize/2 | |
| 111 ballBottom = ball.transform.col(3).y + ballSize/2 | |
| 112 if ballTop >= barTop and ballBottom <= barBottom: | |
| 113 ballVelocity[0] = abs(ballVelocity[0]) | |
| 114 | |
| 115 myengine.renderScene(level) |
