Mercurial > games > semicongine
comparison examples/E10_pong.nim @ 74:779607656b12
fix: stuff, add working pong
author | Sam <sam@basx.dev> |
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date | Mon, 06 Feb 2023 23:32:59 +0700 |
parents | |
children | 4b16d2af316a |
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73:17c12b79faaa | 74:779607656b12 |
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1 import semicongine | |
2 | |
3 type | |
4 Vertex = object | |
5 position: PositionAttribute[Vec2] | |
6 color: ColorAttribute[Vec3] | |
7 transform: ModelTransformAttribute | |
8 Uniforms = object | |
9 view: ViewProjectionTransform | |
10 | |
11 const | |
12 barcolor = Vec3([1'f, 0'f, 0'f]) | |
13 barSize = 0.1'f | |
14 barWidth = 0.01'f | |
15 ballcolor = Vec3([0'f, 0'f, 0'f]) | |
16 levelRatio = 1 | |
17 ballSize = 0.01'f | |
18 | |
19 var | |
20 uniforms = Uniforms() | |
21 pipeline: RenderPipeline[Vertex, Uniforms] | |
22 level: Thing | |
23 ballVelocity = Vec2([1'f, 1'f]).normalized * 30'f | |
24 | |
25 proc globalUpdate(engine: var Engine; t, dt: float32) = | |
26 var height = float32(engine.vulkan.frameSize.y) / float32( | |
27 engine.vulkan.frameSize.x) | |
28 var width = 1'f | |
29 uniforms.view.value = ortho[float32]( | |
30 0'f, width, | |
31 0'f, height, | |
32 0'f, 1'f, | |
33 ) | |
34 engine.vulkan.device.updateUniformData(pipeline, uniforms) | |
35 var player = level.firstWithName("player") | |
36 if Down in engine.input.keysDown and (player.transform.col(3).y + barSize/2) < height: | |
37 player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f) | |
38 if Up in engine.input.keysDown and (player.transform.col(3).y - barSize/2) > 0: | |
39 player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f) | |
40 | |
41 var ball = level.firstWithName("ball") | |
42 ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, | |
43 ballVelocity[1] * dt, 0'f) | |
44 | |
45 # loose | |
46 if ball.transform.col(3).x - ballSize/2 <= 0: | |
47 ballVelocity = Vec2([1'f, 1'f]).normalized * 30'f | |
48 ball.transform[0, 3] = 0.5 | |
49 ball.transform[1, 3] = 0.5 | |
50 | |
51 # bounce level | |
52 if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[ | |
53 0] = -ballVelocity[0] | |
54 if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] | |
55 if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[ | |
56 1] = -ballVelocity[1] | |
57 | |
58 # bar | |
59 if ball.transform.col(3).x - ballSize/2 <= barWidth: | |
60 let | |
61 barTop = player.transform.col(3).y - barSize/2 | |
62 barBottom = player.transform.col(3).y + barSize/2 | |
63 ballTop = ball.transform.col(3).y - ballSize/2 | |
64 ballBottom = ball.transform.col(3).y + ballSize/2 | |
65 if ballTop >= barTop and ballBottom <= barBottom: | |
66 ballVelocity[0] = abs(ballVelocity[0]) | |
67 | |
68 | |
69 when isMainModule: | |
70 var myengine = igniteEngine("Pong") | |
71 myengine.fps = 60 | |
72 level = newThing("Level") | |
73 var playerbarmesh = quad[Vertex, Vec2, float32]() | |
74 playerbarmesh.vertexData.color.data = @[barcolor, barcolor, barcolor, barcolor] | |
75 playerbarmesh.vertexData.transform.data = @[Unit44] | |
76 var playerbar = newThing("playerbar", playerbarmesh) | |
77 playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, | |
78 0'f, 0'f) | |
79 var player = newThing("player", playerbar) | |
80 player.transform = translate3d(0'f, 0.3'f, 0'f) | |
81 level.add player | |
82 | |
83 var ballmesh = circle[Vertex, Vec2, float32]() | |
84 ballmesh.vertexData.color.data = newSeq[Vec3]( | |
85 ballmesh.vertexData.position.data.len) | |
86 for i in 0 ..< ballmesh.vertexData.color.data.len: | |
87 ballmesh.vertexData.color.data[i] = ballcolor | |
88 ballmesh.vertexData.transform.data = @[Unit44] | |
89 var ball = newThing("ball", ballmesh) | |
90 ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) | |
91 level.add ball | |
92 | |
93 # upload data, prepare shaders, etc | |
94 const vertexShader = generateVertexShaderCode[Vertex, Uniforms]() | |
95 const fragmentShader = generateFragmentShaderCode[Vertex]() | |
96 pipeline = setupPipeline[Vertex, Uniforms, uint16]( | |
97 myengine, | |
98 level, | |
99 vertexShader, | |
100 fragmentShader | |
101 ) | |
102 pipeline.clearColor = Vec4([1.0'f, 1.0'f, 1.0'f, 1.0'f]) | |
103 # show something | |
104 myengine.run(pipeline, globalUpdate) | |
105 pipeline.trash() | |
106 myengine.trash() |