annotate examples/E10_pong.nim @ 693:86048c6ed6fd

did: restructure roadmap a bit, update progress
author Sam <sam@basx.dev>
date Fri, 19 May 2023 12:45:50 +0700
parents d84b2e88776a
children 952428f04ffc
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1 import std/times
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2
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3 import semicongine
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4
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5 let
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6 barcolor = hexToColorAlpha("5A3F00").gamma(2.2).colorToHex()
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7 barSize = 0.1'f
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8 barWidth = 0.01'f
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9 ballcolor = hexToColorAlpha("B17F08").gamma(2.2).colorToHex()
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10 ballSize = 0.01'f
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11 backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2)
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12 ballSpeed = 60'f
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13
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14 var
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15 level: Scene
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16 ballVelocity = newVec2f(1, 1).normalized * ballSpeed
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17
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18 when isMainModule:
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19 var myengine = initEngine("Pong")
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20 level = newScene("scene", newEntity("Level"))
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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)
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25 player.transform = translate3d(0'f, 0.3'f, 0'f)
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26 level.root.add player
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27
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28 var ballmesh = circle(color=ballcolor)
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29 var ball = newEntity("ball", ballmesh)
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30 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f)
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31 level.root.add ball
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32
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33 const
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34 vertexInput = @[
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35 attr[Vec3f]("position"),
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36 attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite),
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37 attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true),
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38 ]
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39 vertexOutput = @[attr[Vec4f]("outcolor")]
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40 uniforms = @[attr[Mat4]("projection")]
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41 fragOutput = @[attr[Vec4f]("color")]
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42 vertexCode = compileGlslShader(
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43 stage=VK_SHADER_STAGE_VERTEX_BIT,
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44 inputs=vertexInput,
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45 uniforms=uniforms,
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46 outputs=vertexOutput,
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47 main="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);"""
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48 )
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49 fragmentCode = compileGlslShader(
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50 stage=VK_SHADER_STAGE_FRAGMENT_BIT,
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51 inputs=vertexOutput,
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52 uniforms=uniforms,
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53 outputs=fragOutput,
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54 main="color = outcolor;"
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55 )
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56
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57 # set up rendering
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58 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor))
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59 myengine.addScene(level, vertexInput, transformAttribute="transform")
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60 level.addShaderGlobal("projection", Unit4f32)
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62 var
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63 winsize = myengine.getWindow().size
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64 height = float32(winsize[1]) / float32(winsize[0])
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65 width = 1'f
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66 currentTime = cpuTime()
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67 showSystemCursor = true
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68 fullscreen = false
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69 while myengine.updateInputs() == Running and not myengine.keyIsDown(Escape):
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70 if myengine.keyWasPressed(C):
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71 if showSystemCursor:
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72 myengine.hideSystemCursor()
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73 else:
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74 myengine.showSystemCursor()
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75 showSystemCursor = not showSystemCursor
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76 if myengine.keyWasPressed(F):
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77 fullscreen = not fullscreen
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78 myengine.fullscreen(fullscreen)
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79
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80 let dt: float32 = cpuTime() - currentTime
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81 currentTime = cpuTime()
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82 if myengine.windowWasResized():
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83 winsize = myengine.getWindow().size
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84 height = float32(winsize[1]) / float32(winsize[0])
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85 width = 1'f
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86 setShaderGlobal(level, "projection", ortho[float32](0'f, width, 0'f, height, 0'f, 1'f))
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87 var player = level.root.firstWithName("player")
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88 if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height:
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89 player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f)
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90 if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0:
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91 player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f)
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92
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93 # bounce level
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94 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0]
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95 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1]
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96 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1]
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97
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98 ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32)
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99
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100 # loose
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101 if ball.transform.col(3).x - ballSize/2 <= 0:
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102 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(30'f, 30'f, 0'f)
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103 ballVelocity = newVec2f(1, 1).normalized * ballSpeed
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104
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105 # bar
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106 if ball.transform.col(3).x - ballSize/2 <= barWidth:
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107 let
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108 barTop = player.transform.col(3).y - barSize/2
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109 barBottom = player.transform.col(3).y + barSize/2
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110 ballTop = ball.transform.col(3).y - ballSize/2
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111 ballBottom = ball.transform.col(3).y + ballSize/2
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112 if ballTop >= barTop and ballBottom <= barBottom:
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113 ballVelocity[0] = abs(ballVelocity[0])
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114
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115 myengine.renderScene(level)