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pong.lua
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pong.lua
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require "engine/utils"
local func = require "engine/func"
local sprite = require "engine/sprite"
local events = require "engine/events"
local text = require "engine/text"
local timers = require "engine/timers"
-- CONFIGURATION SETTINGS
controls = {
player_one = {
padel_up = "w",
padel_down = "s",
},
player_two = {
padel_up = "up",
padel_down = "down",
},
reset = "r",
easteregg = "insert",
}
config = {
padelVelocity = 200,
ballSpeed = {200, 100},
ballSpeedIncrement = {10, 3},
resetDelay = 2000,
}
--this increases by the ballSpeedIncrement each bounce
local ballSpeed = {config.ballSpeed[1],
config.ballSpeed[2]}
-- WINDOW SETTINGS
local renderWindow = kf.getRenderWindow()
renderWindow:setWindowTitle("Pong")
renderWindow:setWindowIcon("../assets/logo.png")
renderWindow:setWindowSize(800, 600)
renderWindow:setResolution(800, 600)
renderWindow:setViewport{x = 0, y = 0, w = 800, h = 600}
renderWindow:setClearColor(240, 240, 240)
-- ASSETS
local assetManager = kf.SDLAssetManager()
assetManager:addImage("left-padel", "../assets/padel-left.png")
assetManager:addImage("right-padel", "../assets/padel-right.png")
assetManager:addImage("pong-ball", "../assets/pong-ball.png")
assetManager:addImage("background", "../assets/background.png")
-- FONTS
local fontManager = kf.SDLFontManager()
local font = fontManager:addFont("font-scoreboard", "../fonts/ComicNeue-Bold.ttf", 30)
font:setRenderType("BLENDED")
font:setFontColor(17, 17, 17)
font:setStyle{ bold = true }
-- SPRITE INSTANTIATION
local background = sprite:new{
graphics = {
key = "background",
index = -100
},
}
local gameBounds = {
top = 100,
right = 800,
bottom = 600,
left = 0,
}
local padelBounds = {
top = 0,
right = 20,
bottom = 80,
left = 0,
}
local leftPadel = sprite:new{
name = "leftPadel",
physics = {
position = {0,
gameBounds.top + (gameBounds.bottom - gameBounds.top) / 2 -
padelBounds.bottom / 2},
},
graphics = {
key = "left-padel",
index = 2,
},
collision = {
type = "AABB",
width = padelBounds.right,
height = padelBounds.bottom,
},
}
local rightPadel = sprite:new{
name = "rightPadel",
physics = {
position = {
gameBounds.right - padelBounds.right,
gameBounds.top + (gameBounds.bottom - gameBounds.top) / 2 -
padelBounds.bottom / 2},
},
graphics = {
key = "right-padel",
index = 2,
},
collision = {
type = "AABB",
width = padelBounds.right,
height = padelBounds.bottom,
},
}
local ballBounds = {
top = 0,
right = 20,
bottom = 20,
left = 0,
}
local ball = sprite:new{
name = "ball",
physics = {
position = {
gameBounds.right / 2 - ballBounds.right / 2 ,
gameBounds.top +
(gameBounds.bottom - gameBounds.top) / 2 -
ballBounds.bottom / 2
},
},
graphics = {
key = "pong-ball"
},
collision = {
type = "AABB",
width = ballBounds.right,
height = ballBounds.bottom,
},
}
function ball:reset(delay, bLeft)
delay = delay or 0
ballSpeed = {config.ballSpeed[1],
config.ballSpeed[2]}
self:setPosition{
gameBounds.right / 2 - ballBounds.right / 2 ,
gameBounds.top +
(gameBounds.bottom - gameBounds.top) / 2 -
ballBounds.bottom / 2
}
ball:setVelocity(0,0)
timerCallback = function()
if bLeft then
self:bounceLeft()
self:bounceUp()
else
self:bounceRight()
self:bounceDown()
end
end
if delay > 0 then
timers.createEventTimer(delay, timerCallback)
else
timerCallback()
end
end
function ball:bounceLeft()
local velocity = ball:getVelocity()
velocity[1] = -ballSpeed[1]
ball:setVelocity(velocity)
ballSpeed[1] = ballSpeed[1] + config.ballSpeedIncrement[1]
end
function ball:bounceRight()
local velocity = ball:getVelocity()
velocity[1] = ballSpeed[1]
ball:setVelocity(velocity)
ballSpeed[1] = ballSpeed[1] + config.ballSpeedIncrement[1]
end
function ball:bounceUp()
local velocity = ball:getVelocity()
velocity[2] = -ballSpeed[2]
ball:setVelocity(velocity)
ballSpeed[2] = ballSpeed[2] + config.ballSpeedIncrement[2]
end
function ball:bounceDown()
local velocity = ball:getVelocity()
velocity[2] = ballSpeed[2]
ball:setVelocity(velocity)
ballSpeed[2] = ballSpeed[2] + config.ballSpeedIncrement[2]
end
local text_left = text:new{
name = "text-scoreboard-left",
font = "font-scoreboard",
text = "0",
physics = {
position = {200, 20},
},
}
local text_right = text:new{
name = "text-scoreboard-right",
font = "font-scoreboard",
text = "0",
physics = {
position = {600, 20},
},
}
--scoreboard functions
local playerOneScore = 0
function text_left:inc()
playerOneScore = playerOneScore + 1
text_left:setText(tostring(playerOneScore))
end
local playerTwoScore = 0
function text_right:inc()
playerTwoScore = playerTwoScore + 1
text_right:setText(tostring(playerTwoScore))
end
function resetScore()
playerOneScore = 0
text_left:setText("0")
playerTwoScore = 0
text_right:setText("0")
end
-- EVENTS
events.createKeyListener(
function(key, bKeyDown)
--Player One
if key == controls.player_one.padel_up then
if bKeyDown then
leftPadel:setVelocity(0, -config.padelVelocity)
else
leftPadel:setVelocity(0, 0)
end
elseif key == controls.player_one.padel_down then
if bKeyDown then
leftPadel:setVelocity(0, config.padelVelocity)
else
leftPadel:setVelocity(0, 0)
end
end
--Player Two
if key == controls.player_two.padel_up then
if bKeyDown then
rightPadel:setVelocity(0, -config.padelVelocity)
else
rightPadel:setVelocity(0, 0)
end
elseif key == controls.player_two.padel_down then
if bKeyDown then
rightPadel:setVelocity(0, config.padelVelocity)
else
rightPadel:setVelocity(0, 0)
end
end
if key == controls.reset and bKeyDown then
resetGame()
end
if key == controls.easteregg and bKeyDown then
print("Haha, there is no easter egg")
end
end)
function startGame()
ball:bounceUp()
ball:bounceLeft()
end
function pauseGame()
end
function resetGame()
resetScore()
ball:reset(config.resetDelay, true)
end
--new system for ball bounds
kf.addSystem(
"ball-bounds",
function() end,
function()
local position = ball:getPosition()
if position[1] <= gameBounds.left then
ball:reset(config.resetDelay, false)
text_left:inc()
elseif position[1] + ballBounds.right > gameBounds.right then
ball:reset(config.resetDelay, true)
text_right:inc()
end
if position[2] <= gameBounds.top then
ball:bounceDown()
elseif position[2] + ballBounds.bottom > gameBounds.bottom then
ball:bounceUp()
end
end)
--new system for padel bounds
kf.addSystem(
"padel-bounds",
function() end,
function()
local bounds = function(padel)
local position = padel:getPosition()
if position[2] <= gameBounds.top then
position[2] = gameBounds.top
elseif position[2] + padelBounds.bottom > gameBounds.bottom then
position[2] = gameBounds.bottom - padelBounds.bottom
end
padel:setPosition(position)
end
bounds(leftPadel)
bounds(rightPadel)
end)
--collision listener for the ball
events.createCollisionListener(
ball:getName(),
--in
function()
end,
--out
function()
end)
--collision listener for the left padel
events.createCollisionListener(
leftPadel:getName(),
function(first, second, args)
local padel = sprite:get(first)
if second:getName() ~= ball:getName() then return end
ball:bounceRight()
end,
function()
end)
--collision listener for the left padel
events.createCollisionListener(
rightPadel:getName(),
function(first, second, args)
local padel = sprite:get(first)
if second:getName() ~= ball:getName() then return end
ball:bounceLeft()
end,
function()
end)
startGame()
kf.runMainLoop()