Mercurial > games > semicongine
diff 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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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/examples/E10_pong.nim Mon Feb 06 23:32:59 2023 +0700 @@ -0,0 +1,106 @@ +import semicongine + +type + Vertex = object + position: PositionAttribute[Vec2] + color: ColorAttribute[Vec3] + transform: ModelTransformAttribute + Uniforms = object + view: ViewProjectionTransform + +const + barcolor = Vec3([1'f, 0'f, 0'f]) + barSize = 0.1'f + barWidth = 0.01'f + ballcolor = Vec3([0'f, 0'f, 0'f]) + levelRatio = 1 + ballSize = 0.01'f + +var + uniforms = Uniforms() + pipeline: RenderPipeline[Vertex, Uniforms] + level: Thing + ballVelocity = Vec2([1'f, 1'f]).normalized * 30'f + +proc globalUpdate(engine: var Engine; t, dt: float32) = + var height = float32(engine.vulkan.frameSize.y) / float32( + engine.vulkan.frameSize.x) + var width = 1'f + uniforms.view.value = ortho[float32]( + 0'f, width, + 0'f, height, + 0'f, 1'f, + ) + engine.vulkan.device.updateUniformData(pipeline, uniforms) + var player = level.firstWithName("player") + if Down in engine.input.keysDown and (player.transform.col(3).y + barSize/2) < height: + player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f) + if Up in engine.input.keysDown and (player.transform.col(3).y - barSize/2) > 0: + player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f) + + var ball = level.firstWithName("ball") + ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, + ballVelocity[1] * dt, 0'f) + + # loose + if ball.transform.col(3).x - ballSize/2 <= 0: + ballVelocity = Vec2([1'f, 1'f]).normalized * 30'f + ball.transform[0, 3] = 0.5 + ball.transform[1, 3] = 0.5 + + # bounce level + if ball.transform.col(3).x + ballSize/2 > width: ballVelocity[ + 0] = -ballVelocity[0] + if ball.transform.col(3).y - ballSize/2 <= 0: ballVelocity[1] = -ballVelocity[1] + if ball.transform.col(3).y + ballSize/2 > height: ballVelocity[ + 1] = -ballVelocity[1] + + # bar + if ball.transform.col(3).x - ballSize/2 <= barWidth: + let + barTop = player.transform.col(3).y - barSize/2 + barBottom = player.transform.col(3).y + barSize/2 + ballTop = ball.transform.col(3).y - ballSize/2 + ballBottom = ball.transform.col(3).y + ballSize/2 + if ballTop >= barTop and ballBottom <= barBottom: + ballVelocity[0] = abs(ballVelocity[0]) + + +when isMainModule: + var myengine = igniteEngine("Pong") + myengine.fps = 60 + level = newThing("Level") + var playerbarmesh = quad[Vertex, Vec2, float32]() + playerbarmesh.vertexData.color.data = @[barcolor, barcolor, barcolor, barcolor] + playerbarmesh.vertexData.transform.data = @[Unit44] + var playerbar = newThing("playerbar", playerbarmesh) + playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, + 0'f, 0'f) + var player = newThing("player", playerbar) + player.transform = translate3d(0'f, 0.3'f, 0'f) + level.add player + + var ballmesh = circle[Vertex, Vec2, float32]() + ballmesh.vertexData.color.data = newSeq[Vec3]( + ballmesh.vertexData.position.data.len) + for i in 0 ..< ballmesh.vertexData.color.data.len: + ballmesh.vertexData.color.data[i] = ballcolor + ballmesh.vertexData.transform.data = @[Unit44] + var ball = newThing("ball", ballmesh) + ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) + level.add ball + + # upload data, prepare shaders, etc + const vertexShader = generateVertexShaderCode[Vertex, Uniforms]() + const fragmentShader = generateFragmentShaderCode[Vertex]() + pipeline = setupPipeline[Vertex, Uniforms, uint16]( + myengine, + level, + vertexShader, + fragmentShader + ) + pipeline.clearColor = Vec4([1.0'f, 1.0'f, 1.0'f, 1.0'f]) + # show something + myengine.run(pipeline, globalUpdate) + pipeline.trash() + myengine.trash()