Mercurial > games > semicongine
view examples/E10_pong.nim @ 85:8bfcaed87cd6
did: a few fixes for new API
author | Sam <sam@basx.dev> |
---|---|
date | Sat, 25 Feb 2023 00:44:05 +0700 |
parents | 4b16d2af316a |
children | a4e6e76128e6 |
line wrap: on
line source
import semicongine type Vertex = object position: PositionAttribute[Vec2] color: ColorAttribute[Vec3] transform: ModelTransformAttribute Uniforms = object view: ViewProjectionTransform const barcolor = RGBfromHex("5A3F00").gamma(2.2) barSize = 0.1'f barWidth = 0.01'f ballcolor = RGBfromHex("B17F08").gamma(2.2) levelRatio = 1 ballSize = 0.01'f backgroundColor = RGBAfromHex("FAC034").gamma(2.2) ballSpeed = 60'f echo RGBAfromHex("FAC034") echo RGBAfromHex("FAC034").gamma(2.2) var uniforms = Uniforms() pipeline: RenderPipeline[Vertex, Uniforms] level: Thing ballVelocity = Vec2([1'f, 1'f]).normalized * ballSpeed 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 * ballSpeed ball.transform[0, 3] = width / 2 ball.transform[1, 3] = height / 2 # 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.maxFPS = 61 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 = backgroundColor # show something myengine.run(pipeline, globalUpdate) pipeline.trash() myengine.trash()