Mercurial > games > semicongine
view examples/E10_pong.nim @ 1137:a4aa9f374d44
did: more renaming
author | sam <sam@basx.dev> |
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date | Tue, 04 Jun 2024 20:51:22 +0700 |
parents | 71315636ba82 |
children | 114f395b9144 |
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import std/times import std/tables import ../semicongine let barcolor = toRGBA("5A3F00").toSRGB().colorToHex() barSize = 0.1'f barWidth = 0.01'f ballcolor = toRGBA("B17F08").toSRGB().colorToHex() ballSize = 0.01'f ballSpeed = 60'f matDef = MaterialType(name: "default", vertexAttributes: { "position": Vec3F32, "color": Vec4F32, }.toTable) 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 = matDef.initMaterialData(name = "player material") var ball = circle(color = ballcolor) ball.material = matDef.initMaterialData(name = "player material") level = Scene(name: "scene", meshes: @[ball, player]) const shaderConfiguration = createShaderConfiguration( name = "default shader", 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({matDef: shaderConfiguration}) level.addShaderGlobal("projection", Unit4f32) myengine.loadScene(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() and not KeyIsDown(Escape): if KeyWasPressed(C): if showSystemCursor: myengine.HideSystemCursor() else: myengine.ShowSystemCursor() showSystemCursor = not showSystemCursor if KeyWasPressed(F): fullscreen = not fullscreen myengine.Fullscreen = fullscreen let dt: float32 = cpuTime() - currentTime currentTime = cpuTime() if 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 KeyIsDown(Down) and (player.transform.col(3).y + barSize/2) < height: player.transform = player.transform * translate(0'f, 1'f * dt, 0'f) if 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)