Mercurial > games > semicongine
view 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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import std/times import semicongine let barcolor = hexToColor("5A3F00").gamma(2.2).colorToHex() barSize = 0.1'f barWidth = 0.01'f ballcolor = hexToColor("B17F08").gamma(2.2).colorToHex() levelRatio = 1 ballSize = 0.01'f backgroundColor = hexToColorAlpha("FAC034FF").gamma(2.2) ballSpeed = 60'f var level: Entity ballVelocity = newVec2f(1, 1).normalized * ballSpeed when isMainModule: var myengine = initEngine("Pong") level = newEntity("Level") var playerbarmesh = rect(color=barcolor) var playerbar = newEntity("playerbar", playerbarmesh) playerbar.transform = scale3d(barWidth, barSize, 1'f) * translate3d(0.5'f, 0'f, 0'f) var player = newEntity("player", playerbar) player.transform = translate3d(0'f, 0.3'f, 0'f) level.add player var ballmesh = circle(color=ballcolor) var ball = newEntity("ball", ballmesh) ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) level.add ball const vertexInput = @[ attr[Vec3f]("position", memoryLocation=VRAM), attr[Vec3f]("color", memoryLocation=VRAMVisible), attr[Mat4]("transform", memoryLocation=VRAMVisible, perInstance=true), ] vertexOutput = @[attr[Vec3f]("outcolor")] uniforms = @[attr[Mat4]("projection")] fragOutput = @[attr[Vec4f]("color")] vertexCode = compileGlslShader( stage=VK_SHADER_STAGE_VERTEX_BIT, inputs=vertexInput, uniforms=uniforms, outputs=vertexOutput, main="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""" ) fragmentCode = compileGlslShader( stage=VK_SHADER_STAGE_FRAGMENT_BIT, inputs=vertexOutput, uniforms=uniforms, outputs=fragOutput, main="color = vec4(outcolor, 1);" ) # set up rendering myengine.setRenderer(myengine.gpuDevice.simpleForwardRenderPass(vertexCode, fragmentCode, clearColor=backgroundColor)) myengine.addScene(level, vertexInput, transformAttribute="transform") var projection = initShaderGlobal("projection", Unit4f32) level.add projection var winsize = myengine.getWindow().size height = float32(winsize[1]) / float32(winsize[0]) width = 1'f currentTime = cpuTime() while myengine.updateInputs() == Running and not myengine.keyWasPressed(Escape): let dt: float32 = cpuTime() - currentTime currentTime = cpuTime() if myengine.windowWasResized(): winsize = myengine.getWindow().size height = float32(winsize[1]) / float32(winsize[0]) width = 1'f setValue[Mat4](projection.value, ortho[float32](0'f, width, 0'f, height, 0'f, 1'f)) var player = level.firstWithName("player") if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height: player.transform = player.transform * translate3d(0'f, 1'f * dt, 0'f) if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0: player.transform = player.transform * translate3d(0'f, -1'f * dt, 0'f) # 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] ball.transform = ball.transform * translate3d(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32) # loose if ball.transform.col(3).x - ballSize/2 <= 0: break # 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]) myengine.renderScene(level)