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int SCREENW = 900
int SCREENH = 600
int scoreOne = 0
int scoreTwo = 0
float ballSpeed = 400
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 ZS.Grapgics.Init, then Start won't run
func Main()
{
// Immediately creates the window, then Start(), then the game loop. The game loop calls Update() every frame
ZS.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(10, 10)
Vec2 ballPos = centerOfScreen
Vec2 paddleScale = NVec2(4, 70)
float yPosPaddle = centerOfScreen.y
Vec2 lPaddlePosition = NVec2(15, yPosPaddle)
global Vec2 lPaddleTargetPosition = NVec2(15, yPosPaddle)
float rOffset = SCREENW - 15
Vec2 rPaddlePosition = NVec2(rOffset, yPosPaddle)
global Vec2 rPaddleTargetPosition = NVec2(rOffset, yPosPaddle)
global Sprite ballSpr = ZS.Graphics.Sprite("./square.png", ballPos, ballScale, 0)
global Sprite lPaddle = ZS.Graphics.Sprite("./square.png", lPaddlePosition, paddleScale, 0)
global Sprite rPaddle = ZS.Graphics.Sprite("./square.png", rPaddlePosition, paddleScale, 0)
Vec2 netScale = NVec2(1, SCREENH)
global Sprite net = ZS.Graphics.Sprite("./net.png", centerOfScreen, netScale, 0)
float leftOffset = SCREENW / 4
Vec2 scoreOnePos = NVec2(leftOffset, 30)
global Text scoreTextOne = ZS.Graphics.Text("0", "./arial.ttf", scoreOnePos, 60, 0, 255, 255, 255)
float rightOffset = SCREENW - (SCREENW / 4)
Vec2 scoreTwoPos = NVec2(rightOffset, 30)
global Text scoreTextTwo = ZS.Graphics.Text("0", "./arial.ttf", scoreTwoPos, 60, 0, 255, 255, 255)
Vec2 instructionsPos = NVec2(centerOfScreen.x, SCREENH - 60)
global Text instructionsText = ZS.Graphics.Text("Use 'W' and 'S' or 'UP' and 'DOWN' arrows to control or press 'ENTER' to toggle AI", "./arial.ttf", instructionsPos, 20, 0, 255, 255, 255)
global Vec2 ballVelocity = NVec2(ballSpeed, ballSpeed)
}
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 * deltaTime
newY = Clamp(newY, 0 + lPaddle.scale.y / 2, SCREENH - lPaddle.scale.y / 2)
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 * deltaTime
newY = Clamp(newY, 0 + lPaddle.scale.y / 2, SCREENH - lPaddle.scale.y / 2)
lPaddleTargetPosition = NVec2(newX, newY)
}
// Lerps from old position to destination smoothly
float oldY = lPaddle.position.y
float stopSpeed = deltaTime * lerpSpeed
float newY = lPaddleTargetPosition.y
float lerpedY = Lerp(oldY, newY, stopSpeed)
lPaddle.position = NVec2(newX, lerpedY)
// 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
float newY = rPaddleTargetPosition.y - paddleMoveSpeed * 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
float newY = rPaddleTargetPosition.y + paddleMoveSpeed * 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 * lerpSpeed
float newY = rPaddleTargetPosition.y
float lerpedY = Lerp(oldY, newY, stopSpeed)
rPaddle.position = NVec2(newX, lerpedY)
if GetKey("ENTER") == true
{
if aiOn == true
{
aiOn = false
}
if aiOn == false
{
aiOn = true
}
}
Vec2 scaledVelocity = ballVelocity
scaledVelocity *= deltaTime
ballSpr.position += scaledVelocity
// Finally draws all of the sprites
ZS.Graphics.Draw(ballSpr)
ZS.Graphics.Draw(lPaddle)
ZS.Graphics.Draw(rPaddle)
ZS.Graphics.Draw(net)
ZS.Graphics.DrawText(scoreTextOne)
ZS.Graphics.DrawText(scoreTextTwo)
ZS.Graphics.DrawText(instructionsText)
HandleBallBounce()
}
func HandleBallBounce()
{
float ballX = ballSpr.position.x
float ballY = ballSpr.position.y
float scaleY = ballSpr.scale.y
float topEdge = ballY - scaleY/2
// Checks if the ball is touching the ceiling
if topEdge <= 0
{
float vX = ballVelocity.x
float vY = ballVelocity.y
vY *= -1
ballVelocity = NVec2(vX, vY)
return 0
}
float bottomEdge = ballY + scaleY/2
// Checks if the ball is touching the floor
if bottomEdge >= SCREENH
{
float vX = ballVelocity.x
float vY = ballVelocity.y
vY *= -1
ballVelocity = NVec2(vX, vY)
return 0
}
// Checks if ball is in player 1 goal
if ballX < 0
{
Vec2 ballPos = centerOfScreen
ballPos -= ballSpr.scale
ballPos.x -= SCREENW / 3
scoreTwo += 1
ballSpr.position = ballPos
ballVelocity = NVec2(ballSpeed, 0)
scoreTextTwo.content = Round(scoreTwo)
}
// Checks if ball is in player 2 goal
if ballX > SCREENW
{
Vec2 ballPos = centerOfScreen
ballPos -= ballSpr.scale
ballPos.x += SCREENW / 3
scoreOne += 1
ballSpr.position = ballPos
ballVelocity = NVec2(-ballSpeed, 0)
scoreTextOne.content = Round(scoreOne)
}
// Checks if colliding with left paddle
bool coll = Colliding(ballSpr, lPaddle)
if coll == true
{
float difference = lPaddle.position.y
difference -= ballY
float paddleHeight = lPaddle.scale.y
float normalizedRelativeIntersectionY = difference / (paddleHeight / 2)
float bounceAngle = normalizedRelativeIntersectionY * 0.523599
float ballVx = ballSpeed
ballVx *= Cos(bounceAngle)
float ballVy = ballSpeed
ballVy *= Sin(bounceAngle)
ballVy *= -1
ballVelocity = NVec2(ballVx, ballVy)
}
// Checks if colliding with right paddle
bool coll = Colliding(ballSpr, rPaddle)
if coll == true
{
float difference = rPaddle.position.y
difference -= ballY
float paddleHeight = rPaddle.scale.y
float normalizedRelativeIntersectionY = difference / (paddleHeight / 2)
float bounceAngle = normalizedRelativeIntersectionY * 0.523599
float ballVx = ballSpeed
ballVx *= Cos(bounceAngle)
ballVx *= -1
float ballVy = ballSpeed
ballVy *= Sin(bounceAngle)
ballVelocity = NVec2(ballVx, ballVy)
}
}
func Colliding(a, b)
{
bool b = ZS.Physics.AxisAlignedCollision(a, b)
return b
}