Mercurial > games > semicongine
comparison examples/E10_pong.nim @ 607:64eb53f81cf6
add: improvments and E10 (pong)
| author | Sam <sam@basx.dev> |
|---|---|
| date | Thu, 27 Apr 2023 00:23:23 +0700 |
| parents | f41c1b78cf5b |
| children | 134647ed5b60 |
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| 606:f41c1b78cf5b | 607:64eb53f81cf6 |
|---|---|
| 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) |
