Mercurial > games > semicongine
annotate examples/E10_pong.nim @ 1136:71315636ba82
did: refactor naming in tons of places
| author | sam <sam@basx.dev> |
|---|---|
| date | Tue, 04 Jun 2024 16:51:50 +0700 |
| parents | 2ba3f18e7cad |
| children | 114f395b9144 |
| rev | line source |
|---|---|
| 146 | 1 import std/times |
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changeset
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2 import std/tables |
| 146 | 3 |
| 1028 | 4 import ../semicongine |
| 74 | 5 |
| 146 | 6 let |
| 1028 | 7 barcolor = toRGBA("5A3F00").toSRGB().colorToHex() |
| 74 | 8 barSize = 0.1'f |
| 9 barWidth = 0.01'f | |
| 1028 | 10 ballcolor = toRGBA("B17F08").toSRGB().colorToHex() |
| 74 | 11 ballSize = 0.01'f |
| 77 | 12 ballSpeed = 60'f |
| 1028 | 13 matDef = MaterialType(name: "default", vertexAttributes: { |
| 14 "position": Vec3F32, | |
| 15 "color": Vec4F32, | |
| 16 }.toTable) | |
| 74 | 17 |
| 18 var | |
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19 level: Scene |
| 1136 | 20 ballVelocity = NewVec2f(1, 1).normalized * ballSpeed |
| 74 | 21 |
| 22 when isMainModule: | |
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23 var myengine = initEngine("Pong") |
| 74 | 24 |
| 1028 | 25 var player = rect(color = barcolor, width = barWidth, height = barSize) |
| 26 player.material = matDef.initMaterialData(name = "player material") | |
| 27 var ball = circle(color = ballcolor) | |
| 28 ball.material = matDef.initMaterialData(name = "player material") | |
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did: update examples to work with improved scenegraph/material api, notice removed complexity!
Sam <sam@basx.dev>
parents:
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diff
changeset
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29 level = Scene(name: "scene", meshes: @[ball, player]) |
| 74 | 30 |
| 146 | 31 const |
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did: update examples to work with improved scenegraph/material api, notice removed complexity!
Sam <sam@basx.dev>
parents:
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changeset
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32 shaderConfiguration = createShaderConfiguration( |
| 1028 | 33 name = "default shader", |
| 34 inputs = [ | |
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did: update examples to work with improved scenegraph/material api, notice removed complexity!
Sam <sam@basx.dev>
parents:
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diff
changeset
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35 attr[Vec3f]("position"), |
| 1028 | 36 attr[Vec4f]("color", memoryPerformanceHint = PreferFastWrite), |
| 37 attr[Mat4]("transform", memoryPerformanceHint = PreferFastWrite, perInstance = true), | |
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did: update examples to work with improved scenegraph/material api, notice removed complexity!
Sam <sam@basx.dev>
parents:
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diff
changeset
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38 ], |
| 1028 | 39 intermediates = [attr[Vec4f]("outcolor")], |
| 40 uniforms = [attr[Mat4]("projection")], | |
| 41 outputs = [attr[Vec4f]("color")], | |
| 42 vertexCode = """outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", | |
| 43 fragmentCode = "color = outcolor;", | |
| 146 | 44 ) |
| 45 | |
| 46 # set up rendering | |
| 1028 | 47 myengine.initRenderer({matDef: shaderConfiguration}) |
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did: update examples to use new API for scene + scene globals
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parents:
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diff
changeset
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48 level.addShaderGlobal("projection", Unit4f32) |
| 1028 | 49 myengine.loadScene(level) |
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Sam <sam@basx.dev>
parents:
85
diff
changeset
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50 |
| 146 | 51 var |
| 1028 | 52 winsize = myengine.GetWindow().size |
| 146 | 53 height = float32(winsize[1]) / float32(winsize[0]) |
| 54 width = 1'f | |
| 55 currentTime = cpuTime() | |
| 165 | 56 showSystemCursor = true |
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changeset
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57 fullscreen = false |
| 1028 | 58 while myengine.UpdateInputs() and not KeyIsDown(Escape): |
| 59 if KeyWasPressed(C): | |
| 165 | 60 if showSystemCursor: |
| 1028 | 61 myengine.HideSystemCursor() |
| 165 | 62 else: |
| 1028 | 63 myengine.ShowSystemCursor() |
| 165 | 64 showSystemCursor = not showSystemCursor |
| 1028 | 65 if KeyWasPressed(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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66 fullscreen = not fullscreen |
| 1028 | 67 myengine.Fullscreen = fullscreen |
| 165 | 68 |
| 146 | 69 let dt: float32 = cpuTime() - currentTime |
| 70 currentTime = cpuTime() | |
| 1028 | 71 if WindowWasResized(): |
| 72 winsize = myengine.GetWindow().size | |
| 146 | 73 height = float32(winsize[1]) / float32(winsize[0]) |
| 74 width = 1'f | |
| 248 | 75 setShaderGlobal(level, "projection", ortho(0, width, 0, height, 0, 1)) |
| 1028 | 76 if KeyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height: |
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336
887ddc8d45fd
did: update examples to work with improved scenegraph/material api, notice removed complexity!
Sam <sam@basx.dev>
parents:
316
diff
changeset
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77 player.transform = player.transform * translate(0'f, 1'f * dt, 0'f) |
| 1028 | 78 if KeyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0: |
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336
887ddc8d45fd
did: update examples to work with improved scenegraph/material api, notice removed complexity!
Sam <sam@basx.dev>
parents:
316
diff
changeset
|
79 player.transform = player.transform * translate(0'f, -1'f * dt, 0'f) |
| 146 | 80 |
| 81 # bounce level | |
| 82 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0] | |
| 83 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] | |
| 84 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1] | |
| 85 | |
|
336
887ddc8d45fd
did: update examples to work with improved scenegraph/material api, notice removed complexity!
Sam <sam@basx.dev>
parents:
316
diff
changeset
|
86 ball.transform = ball.transform * translate(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32) |
| 146 | 87 |
| 88 # loose | |
| 89 if ball.transform.col(3).x - ballSize/2 <= 0: | |
|
336
887ddc8d45fd
did: update examples to work with improved scenegraph/material api, notice removed complexity!
Sam <sam@basx.dev>
parents:
316
diff
changeset
|
90 ball.transform = scale(ballSize, ballSize, 1'f) * translate(30'f, 30'f, 0'f) |
| 1136 | 91 ballVelocity = NewVec2f(1, 1).normalized * ballSpeed |
| 146 | 92 |
| 93 # bar | |
| 94 if ball.transform.col(3).x - ballSize/2 <= barWidth: | |
| 95 let | |
| 96 barTop = player.transform.col(3).y - barSize/2 | |
| 97 barBottom = player.transform.col(3).y + barSize/2 | |
| 98 ballTop = ball.transform.col(3).y - ballSize/2 | |
| 99 ballBottom = ball.transform.col(3).y + ballSize/2 | |
| 100 if ballTop >= barTop and ballBottom <= barBottom: | |
| 101 ballVelocity[0] = abs(ballVelocity[0]) | |
| 102 | |
| 103 myengine.renderScene(level) |
