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https://github.com/sam-astro/Z-Sharp.git
synced 2026-02-04 07:02:11 +00:00
Fix issues that make pong not run in 2.1.0-alpha
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parent
30d8bb5424
commit
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@ -2,7 +2,7 @@
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; SEE THE DOCUMENTATION FOR DETAILS ON CREATING INNO SETUP SCRIPT FILES!
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; SEE THE DOCUMENTATION FOR DETAILS ON CREATING INNO SETUP SCRIPT FILES!
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#define MyAppName "Z-Sharp"
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#define MyAppName "Z-Sharp"
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#define MyAppVersion "2.1.0"
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#define MyAppVersion "2.1.0-alpha"
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#define MyAppPublisher "AstroSam"
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#define MyAppPublisher "AstroSam"
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#define MyAppURL "https://github.com/sam-astro/Z-Sharp"
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#define MyAppURL "https://github.com/sam-astro/Z-Sharp"
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#define MyAppExeName "ZSharp.exe"
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#define MyAppExeName "ZSharp.exe"
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@ -61,75 +61,66 @@ func Start()
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func Update(deltaTime)
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func Update(deltaTime)
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{
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{
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float FPS = 1 / deltaTime
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//float FPS = 1 / deltaTime
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print "FPS: " + FPS
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//print "FPS: " + FPS
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// Handles Left Paddle Movement
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// Handles Left Paddle Movement
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//
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//
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if GetKey("W") == true
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if GetKey("W") == true
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{
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{
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float newX = lPaddle.position.x
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// Subtract from Y to move up, because vertical coordinates are reversed
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// Subtract from Y to move up, because vertical coordinates are reversed
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float newY = lPaddleTargetPosition.y - paddleMoveSpeed * deltaTime
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float newY = lPaddleTargetPosition.y - paddleMoveSpeed * deltaTime
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newY = Clamp(newY, 0 + lPaddle.scale.y / 2, SCREENH - lPaddle.scale.y / 2)
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newY = Clamp(newY, 0 + lPaddle.scale.y / 2, SCREENH - lPaddle.scale.y / 2)
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lPaddleTargetPosition = NVec2(newX, newY)
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lPaddleTargetPosition.y = newY
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}
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}
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if GetKey("S") == true
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if GetKey("S") == true
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{
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{
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float newX = lPaddle.position.x
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// Add to Y to move down, because vertical coordinates are reversed
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// Add to Y to move down, because vertical coordinates are reversed
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float newY = lPaddleTargetPosition.y + paddleMoveSpeed * deltaTime
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float newY = lPaddleTargetPosition.y + paddleMoveSpeed * deltaTime
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newY = Clamp(newY, 0 + lPaddle.scale.y / 2, SCREENH - lPaddle.scale.y / 2)
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newY = Clamp(newY, 0 + lPaddle.scale.y / 2, SCREENH - lPaddle.scale.y / 2)
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lPaddleTargetPosition = NVec2(newX, newY)
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lPaddleTargetPosition.y = newY
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}
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}
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// Lerps from old position to destination smoothly
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// Lerps from old position to destination smoothly
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float oldY = lPaddle.position.y
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float oldY = lPaddle.position.y
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float stopSpeed = deltaTime * lerpSpeed
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float stopSpeed = deltaTime * lerpSpeed
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float newY = lPaddleTargetPosition.y
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float newY = lPaddleTargetPosition.y
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float lerpedY = Lerp(oldY, newY, stopSpeed)
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float lerpedY = Lerp(oldY, newY, stopSpeed)
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lPaddle.position = NVec2(newX, lerpedY)
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lPaddle.position = NVec2(lPaddle.position.x, lerpedY)
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// Handles Right Paddle Movement
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// Handles Right Paddle Movement
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//
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//
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if GetKey("UP") == true
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{
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if aiOn == false
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if aiOn == false
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{
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{
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float newX = rPaddle.position.x
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if GetKey("UP") == true
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{
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// Subtract from Y to move up, because vertical coordinates are reversed
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// Subtract from Y to move up, because vertical coordinates are reversed
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float newY = rPaddleTargetPosition.y - paddleMoveSpeed * deltaTime
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float newY = rPaddleTargetPosition.y - paddleMoveSpeed * deltaTime
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newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
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newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
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rPaddleTargetPosition = NVec2(newX, newY)
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rPaddleTargetPosition.y = newY
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}
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}
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}
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if GetKey("DOWN") == true
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if GetKey("DOWN") == true
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{
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{
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if aiOn == false
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{
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float newX = rPaddle.position.x
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// Add to Y to move down, because vertical coordinates are reversed
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// Add to Y to move down, because vertical coordinates are reversed
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float newY = rPaddleTargetPosition.y + paddleMoveSpeed * deltaTime
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float newY = rPaddleTargetPosition.y + paddleMoveSpeed * deltaTime
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newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
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newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
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rPaddleTargetPosition = NVec2(newX, newY)
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rPaddleTargetPosition.y = newY
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}
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}
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}
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}
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if aiOn == true
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if aiOn == true
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{
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{
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if rPaddle.position.y < ballSpr.position.y
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if rPaddle.position.y < ballSpr.position.y
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{
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{
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float newX = rPaddle.position.x
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// Add to Y to move down, because vertical coordinates are reversed
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// Add to Y to move down, because vertical coordinates are reversed
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float newY = rPaddleTargetPosition.y + paddleMoveSpeed * deltaTime
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float newY = rPaddleTargetPosition.y + paddleMoveSpeed * deltaTime
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newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
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newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
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rPaddleTargetPosition = NVec2(newX, newY)
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rPaddleTargetPosition.y = newY
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}
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}
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if rPaddle.position.y > ballSpr.position.y
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if rPaddle.position.y > ballSpr.position.y
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{
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{
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float newX = rPaddle.position.x
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// Subtract from Y to move up, because vertical coordinates are reversed
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// Subtract from Y to move up, because vertical coordinates are reversed
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float newY = rPaddleTargetPosition.y - paddleMoveSpeed * deltaTime
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float newY = rPaddleTargetPosition.y - paddleMoveSpeed * deltaTime
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newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
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newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
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rPaddleTargetPosition = NVec2(newX, newY)
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rPaddleTargetPosition.y = newY
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}
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}
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}
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}
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// Lerps from old position to destination smoothly
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// Lerps from old position to destination smoothly
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@ -137,18 +128,20 @@ func Update(deltaTime)
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float stopSpeed = deltaTime * lerpSpeed
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float stopSpeed = deltaTime * lerpSpeed
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float newY = rPaddleTargetPosition.y
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float newY = rPaddleTargetPosition.y
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float lerpedY = Lerp(oldY, newY, stopSpeed)
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float lerpedY = Lerp(oldY, newY, stopSpeed)
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rPaddle.position = NVec2(newX, lerpedY)
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rPaddle.position = NVec2(rPaddle.position.x, lerpedY)
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if GetKey("ENTER") == true
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if GetKey("ENTER") == true
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{
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{
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bool changeTo = false
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if aiOn == true
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if aiOn == true
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{
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{
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aiOn = false
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changeTo = false
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}
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}
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if aiOn == false
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if aiOn == false
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{
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{
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aiOn = true
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changeTo = true
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}
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}
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aiOn = changeTo
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}
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}
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Vec2 scaledVelocity = ballVelocity
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Vec2 scaledVelocity = ballVelocity
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