Mercurial > games > semicongine
view examples/E10_pong.nim @ 145:a4e6e76128e6
add: upgrade all simple examples to new engine version
author | Sam <sam@basx.dev> |
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date | Wed, 26 Apr 2023 02:15:43 +0700 |
parents | 8bfcaed87cd6 |
children | 253dd797e719 |
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import semicongine 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 var level: Entity ballVelocity = newVec2f(1, 1).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 = initEngine("Pong") level = newEntity("Level") var playerbarmesh = rect() playerbarmesh.vertexData.color.data = @[barcolor, barcolor, barcolor, 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() 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 = newEntity("ball", ballmesh) ball.transform = scale3d(ballSize, ballSize, 1'f) * translate3d(10'f, 10'f, 0'f) level.add ball pipeline.clearColor = backgroundColor # show something myengine.run(pipeline, globalUpdate) myengine.destroy()