Update pong

Added instructions
Created togglable AI
This commit is contained in:
sam-astro 2022-01-16 18:23:47 -05:00
parent f537cf49dd
commit a24e855001
6 changed files with 384 additions and 33 deletions

View File

@ -15,25 +15,91 @@
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@ -250,7 +555,7 @@
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@ -88,7 +88,7 @@
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@ -6,7 +6,11 @@ int scoreTwo = 0
float ballSpeed = 400
float paddleMoveSpeed = 800
float paddleMoveSpeed = 600
float lerpSpeed = 14
bool aiOn = false
// Main is always run at the VERY BEGINNING. Start() is the start of GRAPHICS
// so if you never call SLB.Grapgics.Init, then Start won't run
@ -49,6 +53,9 @@ func Start()
Vec2 scoreTwoPos = NVec2(rightOffset, 30)
global Text scoreTextTwo = SLB.Graphics.Text("0", "./arial.ttf", scoreTwoPos, 60, 0, 255, 255, 255)
Vec2 instructionsPos = NVec2(centerOfScreen.x, SCREENH - 60)
global Text instructionsText = SLB.Graphics.Text("Use 'W' and 'S' or 'UP' and 'DOWN' arrows to control or press '0' zero to toggle AI", "./arial.ttf", instructionsPos, 20, 0, 255, 255, 255)
global Vec2 ballVelocity = NVec2(ballSpeed, ballSpeed)
}
@ -77,7 +84,7 @@ func Update(deltaTime)
}
// Lerps from old position to destination smoothly
float oldY = lPaddle.position.y
float stopSpeed = deltaTime * 6
float stopSpeed = deltaTime * lerpSpeed
float newY = lPaddleTargetPosition.y
float lerpedY = Lerp(oldY, newY, stopSpeed)
lPaddle.position = NVec2(newX, lerpedY)
@ -85,6 +92,8 @@ func Update(deltaTime)
// Handles Right Paddle Movement
//
if GetKey("UP") == true
{
if aiOn == false
{
float newX = rPaddle.position.x
// Subtract from Y to move up, because vertical coordinates are reversed
@ -92,7 +101,10 @@ func Update(deltaTime)
newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
rPaddleTargetPosition = NVec2(newX, newY)
}
}
if GetKey("DOWN") == true
{
if aiOn == false
{
float newX = rPaddle.position.x
// Add to Y to move down, because vertical coordinates are reversed
@ -100,13 +112,45 @@ func Update(deltaTime)
newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
rPaddleTargetPosition = NVec2(newX, newY)
}
}
if aiOn == true
{
if rPaddle.position.y < ballSpr.position.y
{
float newX = rPaddle.position.x
// Add to Y to move down, because vertical coordinates are reversed
float newY = rPaddleTargetPosition.y + paddleMoveSpeed * deltaTime
newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
rPaddleTargetPosition = NVec2(newX, newY)
}
if rPaddle.position.y > ballSpr.position.y
{
float newX = rPaddle.position.x
// Subtract from Y to move up, because vertical coordinates are reversed
float newY = rPaddleTargetPosition.y - paddleMoveSpeed * deltaTime
newY = Clamp(newY, 0 + rPaddle.scale.y / 2, SCREENH - rPaddle.scale.y / 2)
rPaddleTargetPosition = NVec2(newX, newY)
}
}
// Lerps from old position to destination smoothly
float oldY = rPaddle.position.y
float stopSpeed = deltaTime * 6
float stopSpeed = deltaTime * lerpSpeed
float newY = rPaddleTargetPosition.y
float lerpedY = Lerp(oldY, newY, stopSpeed)
rPaddle.position = NVec2(newX, lerpedY)
if GetKey("0") == true
{
if aiOn == true
{
aiOn = false
}
if aiOn == false
{
aiOn = true
}
}
Vec2 scaledVelocity = ballVelocity
scaledVelocity *= deltaTime
ballSpr.position += scaledVelocity
@ -121,6 +165,8 @@ func Update(deltaTime)
SLB.Graphics.DrawText(scoreTextOne)
SLB.Graphics.DrawText(scoreTextTwo)
SLB.Graphics.DrawText(instructionsText)
HandleBallBounce()
}