128 lines
3.3 KiB
Plaintext
128 lines
3.3 KiB
Plaintext
var core = use('core')
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var camera = use('camera')
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var compositor = use('compositor')
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var input = use('input')
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var shape = use('shape2d')
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var text2d = use('text2d')
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var GW = 480, GH = 270
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var paddleW = 8, paddleH = 50, speed = 200
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var ballSize = 8
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var bvx = 220, bvy = 150
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var score1 = 0, score2 = 0
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// Cameras: game at pixel-art res, HUD at native
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var game_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
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var hud_cam = camera.make({width: 960, height: 540, pos: {x: 480, y: 270}})
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// Action mapping
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input.configure({
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action_map: {
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p1_up: ['w'],
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p1_down: ['s'],
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p2_up: ['up'],
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p2_down: ['down']
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}
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})
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// Retained shapes — game plane
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var midline = shape.rect({
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pos: {x: GW / 2, y: GH / 2}, width: 2, height: GH,
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fill: {r: 0.3, g: 0.3, b: 0.3, a: 1}, plane: 'game'
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})
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var p1 = shape.rect({
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pos: {x: 20, y: GH / 2}, width: paddleW, height: paddleH,
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fill: {r: 1, g: 1, b: 1, a: 1}, plane: 'game'
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})
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var p2 = shape.rect({
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pos: {x: GW - 20, y: GH / 2}, width: paddleW, height: paddleH,
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fill: {r: 1, g: 1, b: 1, a: 1}, plane: 'game'
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})
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var ball = shape.rect({
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pos: {x: GW / 2, y: GH / 2}, width: ballSize, height: ballSize,
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fill: {r: 1, g: 1, b: 1, a: 1}, plane: 'game', groups: ['glow']
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})
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// HUD plane — score text
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var score_label = text2d({
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text: "0 0", pos: {x: 420, y: 490},
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plane: 'hud', size: 32, color: {r: 1, g: 1, b: 1, a: 1}
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})
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function reset_ball() {
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ball.pos.x = GW / 2
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ball.pos.y = GH / 2
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bvy = (bvy > 0 ? -1 : 1) * 150
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bvx = bvx > 0 ? -220 : 220
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}
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// Compositor: game plane with bloom on ball, HUD overlay
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var comp_config = {
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clear: {r: 0, g: 0, b: 0, a: 1},
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planes: [
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{name: 'game', camera: game_cam, resolution: {width: GW, height: GH}, presentation: 'letterbox'},
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{name: 'hud', camera: hud_cam, resolution: {width: 960, height: 540}, presentation: 'stretch'}
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],
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group_effects: {
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glow: {effects: [{type: 'bloom', threshold: 0.3, intensity: 2}]}
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}
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}
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core.start({
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width: 960, height: 540, title: "Pong",
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update: function(dt) {
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var down = input.player1().down()
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// Move paddles
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if (down.p1_up) p1.pos.y += speed * dt
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if (down.p1_down) p1.pos.y -= speed * dt
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if (down.p2_up) p2.pos.y += speed * dt
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if (down.p2_down) p2.pos.y -= speed * dt
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// Clamp paddles
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var hh = paddleH / 2
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if (p1.pos.y < hh) p1.pos.y = hh
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if (p1.pos.y > GH - hh) p1.pos.y = GH - hh
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if (p2.pos.y < hh) p2.pos.y = hh
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if (p2.pos.y > GH - hh) p2.pos.y = GH - hh
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// Move ball
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ball.pos.x += bvx * dt
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ball.pos.y += bvy * dt
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// Bounce top/bottom
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var bs = ballSize / 2
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if (ball.pos.y - bs < 0 || ball.pos.y + bs > GH) bvy = -bvy
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// Paddle collisions
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var bx = ball.pos.x, by = ball.pos.y
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var pw = paddleW / 2, ph = paddleH / 2
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if (bx - bs < p1.pos.x + pw && bx + bs > p1.pos.x - pw &&
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by + bs > p1.pos.y - ph && by - bs < p1.pos.y + ph)
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bvx = abs(bvx)
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if (bx + bs > p2.pos.x - pw && bx - bs < p2.pos.x + pw &&
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by + bs > p2.pos.y - ph && by - bs < p2.pos.y + ph)
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bvx = -abs(bvx)
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// Scoring
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if (bx < 0) {
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score2++
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score_label.text = score1 + " " + score2
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reset_ball()
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}
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if (bx > GW) {
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score1++
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score_label.text = score1 + " " + score2
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reset_ball()
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}
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},
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render: function() {
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return compositor.execute(compositor.compile(comp_config))
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}
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})
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