Mercurial > games > semicongine
comparison examples/E10_pong.nim @ 74:779607656b12
fix: stuff, add working pong
| author | Sam <sam@basx.dev> |
|---|---|
| date | Mon, 06 Feb 2023 23:32:59 +0700 |
| parents | |
| children | 4b16d2af316a |
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| 73:17c12b79faaa | 74:779607656b12 |
|---|---|
| 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() |
