Fix issues that make pong not run in 2.1.0-alpha

This commit is contained in:
sam-astro 2022-05-24 19:08:51 -04:00
parent 30d8bb5424
commit 4fd4964f57
2 changed files with 18 additions and 25 deletions

View File

@ -2,7 +2,7 @@
; SEE THE DOCUMENTATION FOR DETAILS ON CREATING INNO SETUP SCRIPT FILES! ; SEE THE DOCUMENTATION FOR DETAILS ON CREATING INNO SETUP SCRIPT FILES!
#define MyAppName "Z-Sharp" #define MyAppName "Z-Sharp"
#define MyAppVersion "2.1.0" #define MyAppVersion "2.1.0-alpha"
#define MyAppPublisher "AstroSam" #define MyAppPublisher "AstroSam"
#define MyAppURL "https://github.com/sam-astro/Z-Sharp" #define MyAppURL "https://github.com/sam-astro/Z-Sharp"
#define MyAppExeName "ZSharp.exe" #define MyAppExeName "ZSharp.exe"

View File

@ -61,75 +61,66 @@ func Start()
func Update(deltaTime) func Update(deltaTime)
{ {
float FPS = 1 / deltaTime //float FPS = 1 / deltaTime
print "FPS: " + FPS //print "FPS: " + FPS
// Handles Left Paddle Movement // Handles Left Paddle Movement
// //
if GetKey("W") == true if GetKey("W") == true
{ {
float newX = lPaddle.position.x
// Subtract from Y to move up, because vertical coordinates are reversed // Subtract from Y to move up, because vertical coordinates are reversed
float newY = lPaddleTargetPosition.y - paddleMoveSpeed * deltaTime float newY = lPaddleTargetPosition.y - paddleMoveSpeed * deltaTime
newY = Clamp(newY, 0 + lPaddle.scale.y / 2, SCREENH - lPaddle.scale.y / 2) newY = Clamp(newY, 0 + lPaddle.scale.y / 2, SCREENH - lPaddle.scale.y / 2)
lPaddleTargetPosition = NVec2(newX, newY) lPaddleTargetPosition.y = newY
} }
if GetKey("S") == true if GetKey("S") == true
{ {
float newX = lPaddle.position.x
// Add to Y to move down, because vertical coordinates are reversed // Add to Y to move down, because vertical coordinates are reversed
float newY = lPaddleTargetPosition.y + paddleMoveSpeed * deltaTime float newY = lPaddleTargetPosition.y + paddleMoveSpeed * deltaTime
newY = Clamp(newY, 0 + lPaddle.scale.y / 2, SCREENH - lPaddle.scale.y / 2) newY = Clamp(newY, 0 + lPaddle.scale.y / 2, SCREENH - lPaddle.scale.y / 2)
lPaddleTargetPosition = NVec2(newX, newY) lPaddleTargetPosition.y = newY
} }
// Lerps from old position to destination smoothly // Lerps from old position to destination smoothly
float oldY = lPaddle.position.y float oldY = lPaddle.position.y
float stopSpeed = deltaTime * lerpSpeed float stopSpeed = deltaTime * lerpSpeed
float newY = lPaddleTargetPosition.y float newY = lPaddleTargetPosition.y
float lerpedY = Lerp(oldY, newY, stopSpeed) float lerpedY = Lerp(oldY, newY, stopSpeed)
lPaddle.position = NVec2(newX, lerpedY) lPaddle.position = NVec2(lPaddle.position.x, lerpedY)
// Handles Right Paddle Movement // Handles Right Paddle Movement
// //
if GetKey("UP") == true
{
if aiOn == false if aiOn == false
{ {
float newX = rPaddle.position.x if GetKey("UP") == true
{
// Subtract from Y to move up, because vertical coordinates are reversed // Subtract from Y to move up, because vertical coordinates are reversed
float newY = rPaddleTargetPosition.y - paddleMoveSpeed * deltaTime float newY = rPaddleTargetPosition.y - paddleMoveSpeed * deltaTime
newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2) newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
rPaddleTargetPosition = NVec2(newX, newY) rPaddleTargetPosition.y = newY
}
} }
if GetKey("DOWN") == true if GetKey("DOWN") == true
{ {
if aiOn == false
{
float newX = rPaddle.position.x
// Add to Y to move down, because vertical coordinates are reversed // Add to Y to move down, because vertical coordinates are reversed
float newY = rPaddleTargetPosition.y + paddleMoveSpeed * deltaTime float newY = rPaddleTargetPosition.y + paddleMoveSpeed * deltaTime
newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2) newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
rPaddleTargetPosition = NVec2(newX, newY) rPaddleTargetPosition.y = newY
} }
} }
if aiOn == true if aiOn == true
{ {
if rPaddle.position.y < ballSpr.position.y if rPaddle.position.y < ballSpr.position.y
{ {
float newX = rPaddle.position.x
// Add to Y to move down, because vertical coordinates are reversed // Add to Y to move down, because vertical coordinates are reversed
float newY = rPaddleTargetPosition.y + paddleMoveSpeed * deltaTime float newY = rPaddleTargetPosition.y + paddleMoveSpeed * deltaTime
newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2) newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
rPaddleTargetPosition = NVec2(newX, newY) rPaddleTargetPosition.y = newY
} }
if rPaddle.position.y > ballSpr.position.y if rPaddle.position.y > ballSpr.position.y
{ {
float newX = rPaddle.position.x
// Subtract from Y to move up, because vertical coordinates are reversed // Subtract from Y to move up, because vertical coordinates are reversed
float newY = rPaddleTargetPosition.y - paddleMoveSpeed * deltaTime float newY = rPaddleTargetPosition.y - paddleMoveSpeed * deltaTime
newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2) newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
rPaddleTargetPosition = NVec2(newX, newY) rPaddleTargetPosition.y = newY
} }
} }
// Lerps from old position to destination smoothly // Lerps from old position to destination smoothly
@ -137,18 +128,20 @@ func Update(deltaTime)
float stopSpeed = deltaTime * lerpSpeed float stopSpeed = deltaTime * lerpSpeed
float newY = rPaddleTargetPosition.y float newY = rPaddleTargetPosition.y
float lerpedY = Lerp(oldY, newY, stopSpeed) float lerpedY = Lerp(oldY, newY, stopSpeed)
rPaddle.position = NVec2(newX, lerpedY) rPaddle.position = NVec2(rPaddle.position.x, lerpedY)
if GetKey("ENTER") == true if GetKey("ENTER") == true
{ {
bool changeTo = false
if aiOn == true if aiOn == true
{ {
aiOn = false changeTo = false
} }
if aiOn == false if aiOn == false
{ {
aiOn = true changeTo = true
} }
aiOn = changeTo
} }
Vec2 scaledVelocity = ballVelocity Vec2 scaledVelocity = ballVelocity