Z-Sharp/Slang/script.slg
2022-01-14 08:26:00 -05:00

185 lines
5.1 KiB
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int SCREENW = 900
int SCREENH = 600
int scoreOne = 0
int scoreTwo = 0
float ballSpeed = 3
float paddleMoveSpeed = 7
// Main is always run at the VERY BEGINNING. Start() is the start of GRAPHICS
// so if you never call CPP.Grapgics.Init, then Start won't run
func Main(input, in)
{
// Immediately creates the window, then Start(), then the game loop. The game loop calls Update() every frame
CPP.Graphics.Init("This is a pong game", SCREENW, SCREENH)
}
func Start()
{
float centerX = SCREENW / 2
float centerY = SCREENH / 2
global Vec2 centerOfScreen = NVec2(centerX, centerY)
Vec2 ballScale = NVec2(16, 16)
Vec2 ballPos = centerOfScreen - ballScale
Vec2 paddleScale = NVec2(16, 70)
float yPosPaddle = yPosBall - paddleScale.y / 2
Vec2 lPaddlePosition = NVec2(15, yPosPaddle)
global Vec2 lPaddleTargetPosition = NVec2(15, yPosPaddle)
float rOffset = SCREENW - (paddleScale.x + 15)
Vec2 rPaddlePosition = NVec2(rOffset, yPosPaddle)
global Vec2 rPaddleTargetPosition = NVec2(rOffset, yPosPaddle)
global Sprite ballSpr = CPP.Graphics.Sprite("./square.png", ballPos, ballScale, 0)
global Sprite lPaddle = CPP.Graphics.Sprite("./square.png", lPaddlePosition, paddleScale, 0)
global Sprite rPaddle = CPP.Graphics.Sprite("./square.png", rPaddlePosition, paddleScale, 0)
// global Text scoreTextOne = CPP.Graphics.Text("score", centerOfScreen, 16, 255, 255, 255)
global Vec2 ballVelocity = NVec2(ballSpeed, 0)
}
func Update(deltaTime)
{
float FPS = 1 / deltaTime
print "FPS: " + FPS
// Handles Left Paddle Movement
//
if GetKey("W") == true
{
float newX = lPaddle.position.x
// Subtract from Y to move up, because vertical coordinates are reversed
float newY = lPaddleTargetPosition.y - paddleMoveSpeed
newY = Clamp(newY, 0, SCREENH - 70)
lPaddleTargetPosition = NVec2(newX, newY)
}
if GetKey("S") == true
{
float newX = lPaddle.position.x
// Add to Y to move down, because vertical coordinates are reversed
float newY = lPaddleTargetPosition.y + paddleMoveSpeed
newY = Clamp(newY, 0, SCREENH - 70)
lPaddleTargetPosition = NVec2(newX, newY)
}
// Lerps from old position to destination smoothly
float oldY = lPaddle.position.y
float stopSpeed = deltaTime * 6
float newY = lPaddleTargetPosition.y
float lerpedY = Lerp(oldY, newY, stopSpeed)
lPaddle.position = NVec2(newX, lerpedY)
// Handles Right Paddle Movement
//
if GetKey("UP") == true
{
float newX = rPaddle.position.x
// Subtract from Y to move up, because vertical coordinates are reversed
float newY = rPaddleTargetPosition.y - paddleMoveSpeed
newY = Clamp(newY, 0, SCREENH - 70)
rPaddleTargetPosition = NVec2(newX, newY)
}
if GetKey("DOWN") == true
{
float newX = rPaddle.position.x
// Add to Y to move down, because vertical coordinates are reversed
float newY = rPaddleTargetPosition.y + paddleMoveSpeed
newY = Clamp(newY, 0, SCREENH - 70)
rPaddleTargetPosition = NVec2(newX, newY)
}
// Lerps from old position to destination smoothly
float oldY = rPaddle.position.y
float stopSpeed = deltaTime * 6
float newY = rPaddleTargetPosition.y
float lerpedY = Lerp(oldY, newY, stopSpeed)
rPaddle.position = NVec2(newX, lerpedY)
ballSpr.position += ballVelocity
// Finally draws all of the sprites
CPP.Graphics.Draw(ballSpr)
CPP.Graphics.Draw(lPaddle)
CPP.Graphics.Draw(rPaddle)
HandleBallBounce()
}
func HandleBallBounce()
{
float ballX = ballSpr.position.x
float ballY = ballSpr.position.y
float scaleY = ballSpr.scale.y
// Checks if the ball is touching the ceiling
if ballY - scaleY <= 0
{
ballVelocity = NVec2(ballVelocity.x, -ballVelocity.y)
return 0
}
// Checks if the ball is touching the floor
if ballY + scaleY >= SCREENH
{
ballVelocity = NVec2(ballVelocity.x, -ballVelocity.y)
return 0
}
// Checks if ball is in player 1 goal
if ballX < 0
{
Vec2 ballScale = NVec2(16, 16)
Vec2 ballPos = centerOfScreen - ballScale
scoreTwo += 1
ballSpr.position = ballPos
ballVelocity = NVec2(ballSpeed, 0)
return 0
}
// Checks if ball is in player 2 goal
if ballX > SCREENW
{
Vec2 ballScale = NVec2(16, 16)
Vec2 ballPos = centerOfScreen - ballScale
scoreOne += 1
ballSpr.position = ballPos
ballVelocity = NVec2(-ballSpeed, 0)
return 0
}
// Checks if colliding with left paddle
bool coll = Colliding(ballSpr, lPaddle)
if coll == true
{
float difference = lPaddle.position.y
difference -= ballY
float normalizedRelativeIntersectionY = (difference/(lPaddle.scale.y/2))
float bounceAngle = normalizedRelativeIntersectionY * 1.30899694
float ballVx = ballSpeed*Cos(bounceAngle)
float ballVy = ballSpeed*-Sin(bounceAngle)
ballVelocity = NVec2(ballVx, ballVy)
return 0
}
// Checks if colliding with right paddle
bool coll = Colliding(ballSpr, rPaddle)
if coll == true
{
float difference = rPaddle.position.y
difference -= ballY
float normalizedRelativeIntersectionY = (difference/(rPaddle.scale.y/2))
float bounceAngle = normalizedRelativeIntersectionY * 1.30899694
float ballVx = ballSpeed*Cos(bounceAngle)
float ballVy = ballSpeed*-Sin(bounceAngle)
ballVelocity = NVec2(ballVx, ballVy)
return 0
}
}
func Colliding(a, b)
{
bool b = CPP.Physics.AxisAlignedCollision(a, b)
return b
}