Mercurial > games > semicongine
comparison examples/E10_pong.nim @ 146:253dd797e719
add: improvments and E10 (pong)
author | Sam <sam@basx.dev> |
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date | Thu, 27 Apr 2023 00:23:23 +0700 |
parents | a4e6e76128e6 |
children | 134647ed5b60 |
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145:a4e6e76128e6 | 146:253dd797e719 |
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1 import std/times | |
2 | |
1 import semicongine | 3 import semicongine |
2 | 4 |
3 const | 5 let |
4 barcolor = RGBfromHex("5A3F00").gamma(2.2) | 6 barcolor = hexToColor("5A3F00").gamma(2.2).colorToHex() |
5 barSize = 0.1'f | 7 barSize = 0.1'f |
6 barWidth = 0.01'f | 8 barWidth = 0.01'f |
7 ballcolor = RGBfromHex("B17F08").gamma(2.2) | 9 ballcolor = hexToColor("B17F08").gamma(2.2).colorToHex() |
8 levelRatio = 1 | 10 levelRatio = 1 |
9 ballSize = 0.01'f | 11 ballSize = 0.01'f |
10 backgroundColor = RGBAfromHex("FAC034").gamma(2.2) | 12 backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2) |
11 ballSpeed = 60'f | 13 ballSpeed = 60'f |
12 | 14 |
13 var | 15 var |
14 level: Entity | 16 level: Entity |
15 ballVelocity = newVec2f(1, 1).normalized * ballSpeed | 17 ballVelocity = newVec2f(1, 1).normalized * ballSpeed |
16 | 18 |
17 #[ | |
18 proc globalUpdate(engine: var Engine; t, dt: float32) = | |
19 var height = float32(engine.vulkan.frameSize.y) / float32( | |
20 engine.vulkan.frameSize.x) | |
21 var width = 1'f | |
22 uniforms.view.value = ortho[float32]( | |
23 0'f, width, | |
24 0'f, height, | |
25 0'f, 1'f, | |
26 ) | |
27 engine.vulkan.device.updateUniformData(pipeline, uniforms) | |
28 var player = level.firstWithName("player") | |
29 if Down in engine.input.keysDown and (player.transform.col(3).y + barSize/2) < height: | |
30 player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f) | |
31 if Up in engine.input.keysDown and (player.transform.col(3).y - barSize/2) > 0: | |
32 player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f) | |
33 | |
34 var ball = level.firstWithName("ball") | |
35 ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, | |
36 ballVelocity[1] * dt, 0'f) | |
37 | |
38 # loose | |
39 if ball.transform.col(3).x - ballSize/2 <= 0: | |
40 ballVelocity = Vec2([1'f, 1'f]).normalized * ballSpeed | |
41 ball.transform[0, 3] = width / 2 | |
42 ball.transform[1, 3] = height / 2 | |
43 | |
44 # bounce level | |
45 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[ | |
46 0] = -ballVelocity[0] | |
47 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] | |
48 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[ | |
49 1] = -ballVelocity[1] | |
50 | |
51 # bar | |
52 if ball.transform.col(3).x - ballSize/2 <= barWidth: | |
53 let | |
54 barTop = player.transform.col(3).y - barSize/2 | |
55 barBottom = player.transform.col(3).y + barSize/2 | |
56 ballTop = ball.transform.col(3).y - ballSize/2 | |
57 ballBottom = ball.transform.col(3).y + ballSize/2 | |
58 if ballTop >= barTop and ballBottom <= barBottom: | |
59 ballVelocity[0] = abs(ballVelocity[0]) | |
60 ]# | |
61 | |
62 when isMainModule: | 19 when isMainModule: |
63 var myengine = initEngine("Pong") | 20 var myengine = initEngine("Pong") |
64 level = newEntity("Level") | 21 level = newEntity("Level") |
65 var playerbarmesh = rect() | 22 var playerbarmesh = rect(color=barcolor) |
66 playerbarmesh.vertexData.color.data = @[barcolor, barcolor, barcolor, barcolor] | |
67 var playerbar = newEntity("playerbar", playerbarmesh) | 23 var playerbar = newEntity("playerbar", playerbarmesh) |
68 playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, 0'f, 0'f) | 24 playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, 0'f, 0'f) |
69 var player = newEntity("player", playerbar) | 25 var player = newEntity("player", playerbar) |
70 player.transform = translate3d(0'f, 0.3'f, 0'f) | 26 player.transform = translate3d(0'f, 0.3'f, 0'f) |
71 level.add player | 27 level.add player |
72 | 28 |
73 var ballmesh = circle() | 29 var ballmesh = circle(color=ballcolor) |
74 ballmesh.vertexData.color.data = newSeq[Vec3](ballmesh.vertexData.position.data.len) | |
75 for i in 0 ..< ballmesh.vertexData.color.data.len: | |
76 ballmesh.vertexData.color.data[i] = ballcolor | |
77 ballmesh.vertexData.transform.data = @[Unit44] | |
78 var ball = newEntity("ball", ballmesh) | 30 var ball = newEntity("ball", ballmesh) |
79 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) | 31 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) |
80 level.add ball | 32 level.add ball |
81 | 33 |
82 pipeline.clearColor = backgroundColor | 34 const |
83 # show something | 35 vertexInput = @[ |
84 myengine.run(pipeline, globalUpdate) | 36 attr[Vec3f]("position", memoryLocation=VRAM), |
37 attr[Vec3f]("color", memoryLocation=VRAMVisible), | |
38 attr[Mat4]("transform", memoryLocation=VRAMVisible, perInstance=true), | |
39 ] | |
40 vertexOutput = @[attr[Vec3f]("outcolor")] | |
41 uniforms = @[attr[Mat4]("projection")] | |
42 fragOutput = @[attr[Vec4f]("color")] | |
43 vertexCode = compileGlslShader( | |
44 stage=VK_SHADER_STAGE_VERTEX_BIT, | |
45 inputs=vertexInput, | |
46 uniforms=uniforms, | |
47 outputs=vertexOutput, | |
48 main="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""" | |
49 ) | |
50 fragmentCode = compileGlslShader( | |
51 stage=VK_SHADER_STAGE_FRAGMENT_BIT, | |
52 inputs=vertexOutput, | |
53 uniforms=uniforms, | |
54 outputs=fragOutput, | |
55 main="color = vec4(outcolor, 1);" | |
56 ) | |
85 | 57 |
86 myengine.destroy() | 58 # set up rendering |
59 myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor)) | |
60 myengine.addScene(level, vertexInput, transformAttribute="transform") | |
61 var projection = initShaderGlobal("projection", Unit4f32) | |
62 level.add projection | |
63 | |
64 var | |
65 winsize = myengine.getWindow().size | |
66 height = float32(winsize[1]) / float32(winsize[0]) | |
67 width = 1'f | |
68 currentTime = cpuTime() | |
69 while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): | |
70 let dt: float32 = cpuTime() - currentTime | |
71 currentTime = cpuTime() | |
72 if myengine.windowWasResized(): | |
73 winsize = myengine.getWindow().size | |
74 height = float32(winsize[1]) / float32(winsize[0]) | |
75 width = 1'f | |
76 setValue[Mat4](projection.value, ortho[float32](0'f, width, 0'f, height, 0'f, 1'f)) | |
77 var player = level.firstWithName("player") | |
78 if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height: | |
79 player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f) | |
80 if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0: | |
81 player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f) | |
82 | |
83 # bounce level | |
84 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[0] = -ballVelocity[0] | |
85 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] | |
86 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[1] = -ballVelocity[1] | |
87 | |
88 ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32) | |
89 | |
90 # loose | |
91 if ball.transform.col(3).x - ballSize/2 <= 0: | |
92 break | |
93 | |
94 # bar | |
95 if ball.transform.col(3).x - ballSize/2 <= barWidth: | |
96 let | |
97 barTop = player.transform.col(3).y - barSize/2 | |
98 barBottom = player.transform.col(3).y + barSize/2 | |
99 ballTop = ball.transform.col(3).y - ballSize/2 | |
100 ballBottom = ball.transform.col(3).y + ballSize/2 | |
101 if ballTop >= barTop and ballBottom <= barBottom: | |
102 ballVelocity[0] = abs(ballVelocity[0]) | |
103 | |
104 myengine.renderScene(level) |