Mercurial > games > semicongine
view examples/E10_pong.nim @ 339:55c9183f7ece
add: nice mesh API, fix: copying of whole scenedata all the time
author | Sam <sam@basx.dev> |
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date | Thu, 07 Sep 2023 23:28:36 +0700 |
parents | 887ddc8d45fd |
children | 2ba3f18e7cad |
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import std/times import std/tables import ../src/semicongine let barcolor = hexToColorAlpha("5A3F00").gamma(2.2).colorToHex() barSize = 0.1'f barWidth = 0.01'f ballcolor = hexToColorAlpha("B17F08").gamma(2.2).colorToHex() ballSize = 0.01'f ballSpeed = 60'f material = Material(name: "default") var level: Scene ballVelocity = newVec2f(1, 1).normalized * ballSpeed when isMainModule: var myengine = initEngine("Pong") var player = rect(color=barcolor, width=barWidth, height=barSize) player.material = material var ball = circle(color=ballcolor) ball.material = material level = Scene(name: "scene", meshes: @[ball, player]) const shaderConfiguration = createShaderConfiguration( inputs=[ attr[Vec3f]("position"), attr[Vec4f]("color", memoryPerformanceHint=PreferFastWrite), attr[Mat4]("transform", memoryPerformanceHint=PreferFastWrite, perInstance=true), ], intermediates=[attr[Vec4f]("outcolor")], uniforms=[attr[Mat4]("projection")], outputs=[attr[Vec4f]("color")], vertexCode="""outcolor = color; gl_Position = vec4(position, 1) * (transform * Uniforms.projection);""", fragmentCode="color = outcolor;", ) # set up rendering myengine.initRenderer({"default": shaderConfiguration}.toTable) level.addShaderGlobal("projection", Unit4f32) myengine.addScene(level) var winsize = myengine.getWindow().size height = float32(winsize[1]) / float32(winsize[0]) width = 1'f currentTime = cpuTime() showSystemCursor = true fullscreen = false while myengine.updateInputs() == Running and not myengine.keyIsDown(Escape): if myengine.keyWasPressed(C): if showSystemCursor: myengine.hideSystemCursor() else: myengine.showSystemCursor() showSystemCursor = not showSystemCursor if myengine.keyWasPressed(F): fullscreen = not fullscreen myengine.fullscreen(fullscreen) let dt: float32 = cpuTime() - currentTime currentTime = cpuTime() if myengine.windowWasResized(): winsize = myengine.getWindow().size height = float32(winsize[1]) / float32(winsize[0]) width = 1'f setShaderGlobal(level, "projection", ortho(0, width, 0, height, 0, 1)) if myengine.keyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height: player.transform = player.transform * translate(0'f, 1'f * dt, 0'f) if myengine.keyIsDown(Up) and (player.transform.col(3).y - barSize/2) > 0: player.transform = player.transform * translate(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 * translate(ballVelocity[0] * dt, ballVelocity[1] * dt, 0'f32) # loose if ball.transform.col(3).x - ballSize/2 <= 0: ball.transform = scale(ballSize, ballSize, 1'f) * translate(30'f, 30'f, 0'f) ballVelocity = newVec2f(1, 1).normalized * ballSpeed # 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)