done making opng
This commit is contained in:
Binary file not shown.
|
After Width: | Height: | Size: 583 B |
@@ -1,12 +1,16 @@
|
||||
#!/usr/bin/env cargo run
|
||||
use tetra::graphics::{self, Color, Texture};
|
||||
use tetra::graphics::{self, Color, Rectangle, Texture};
|
||||
use tetra::input::{self, Key};
|
||||
use tetra::math::Vec2;
|
||||
use tetra::window;
|
||||
use tetra::{Context, ContextBuilder, State};
|
||||
|
||||
const WINDOW_WIDTH: f32 = 640.0;
|
||||
const WINDOW_HEIGHT: f32 = 480.0;
|
||||
const PADDLE_SPEED: f32 = 8.0;
|
||||
const BALL_SPEED: f32 = 5.0;
|
||||
const PADDLE_SPIN: f32 = 4.0;
|
||||
const BALL_ACC: f32 = 0.05;
|
||||
|
||||
fn main() -> tetra::Result {
|
||||
ContextBuilder::new("Pong", WINDOW_WIDTH as i32, WINDOW_HEIGHT as i32)
|
||||
@@ -18,17 +22,49 @@ fn main() -> tetra::Result {
|
||||
struct Entity {
|
||||
texture: Texture,
|
||||
position: Vec2<f32>,
|
||||
velocity: Vec2<f32>,
|
||||
}
|
||||
|
||||
impl Entity {
|
||||
fn new(texture: Texture, position: Vec2<f32>) -> Entity {
|
||||
Entity { texture, position }
|
||||
Entity::with_velocity(texture, position, Vec2::zero())
|
||||
}
|
||||
fn with_velocity(texture: Texture, position: Vec2<f32>, velocity: Vec2<f32>) -> Entity {
|
||||
Entity {
|
||||
texture,
|
||||
position,
|
||||
velocity,
|
||||
}
|
||||
}
|
||||
|
||||
fn width(&self) -> f32 {
|
||||
self.texture.width() as f32
|
||||
}
|
||||
|
||||
fn height(&self) -> f32 {
|
||||
self.texture.height() as f32
|
||||
}
|
||||
|
||||
fn bounds(&self) -> Rectangle {
|
||||
Rectangle::new(
|
||||
self.position.x,
|
||||
self.position.y,
|
||||
self.width(),
|
||||
self.height(),
|
||||
)
|
||||
}
|
||||
fn centre(&self) -> Vec2<f32> {
|
||||
Vec2::new(
|
||||
self.position.x + (self.width() / 2.0),
|
||||
self.position.y + (self.height() / 2.0),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
struct GameState {
|
||||
player1: Entity,
|
||||
player2: Entity,
|
||||
ball: Entity,
|
||||
}
|
||||
|
||||
impl GameState {
|
||||
@@ -45,9 +81,18 @@ impl GameState {
|
||||
(WINDOW_HEIGHT - player2_texture.height() as f32) / 2.0,
|
||||
);
|
||||
|
||||
let ball_texture = Texture::new(ctx, "./img/ball.png")?;
|
||||
let ball_position = Vec2::new(
|
||||
WINDOW_WIDTH / 2.0 - ball_texture.width() as f32 / 2.0,
|
||||
WINDOW_HEIGHT / 2.0 - ball_texture.height() as f32 / 2.0,
|
||||
);
|
||||
|
||||
let ball_velocity = Vec2::new(-BALL_SPEED, 0.0);
|
||||
|
||||
Ok(GameState {
|
||||
player1: Entity::new(player1_texture, player1_position),
|
||||
player2: Entity::new(player2_texture, player2_position),
|
||||
ball: Entity::with_velocity(ball_texture, ball_position, ball_velocity),
|
||||
})
|
||||
}
|
||||
}
|
||||
@@ -70,14 +115,57 @@ impl State for GameState {
|
||||
self.player2.position.y += PADDLE_SPEED;
|
||||
}
|
||||
|
||||
self.ball.position += self.ball.velocity;
|
||||
|
||||
let player1_bounds = self.player1.bounds();
|
||||
let player2_bounds = self.player2.bounds();
|
||||
let ball_bounds = self.ball.bounds();
|
||||
|
||||
let paddle_hit = if ball_bounds.intersects(&player1_bounds) {
|
||||
Some(&self.player1)
|
||||
} else if ball_bounds.intersects(&player2_bounds) {
|
||||
Some(&self.player2)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
if let Some(paddle) = paddle_hit {
|
||||
// Increase the ball's velocity, then flip it.
|
||||
self.ball.velocity.x =
|
||||
-(self.ball.velocity.x + (BALL_ACC * self.ball.velocity.x.signum()));
|
||||
|
||||
// Calculate the offset between the paddle and the ball, as a number between
|
||||
// -1.0 and 1.0.
|
||||
let offset = (paddle.centre().y - self.ball.centre().y) / paddle.height();
|
||||
|
||||
// Apply the spin to the ball.
|
||||
self.ball.velocity.y += PADDLE_SPIN * -offset;
|
||||
}
|
||||
|
||||
if self.ball.position.y <= 0.0 || self.ball.position.y + self.ball.height() >= WINDOW_HEIGHT
|
||||
{
|
||||
self.ball.velocity.y = -self.ball.velocity.y;
|
||||
}
|
||||
|
||||
if self.ball.position.x < 0.0 {
|
||||
window::quit(ctx);
|
||||
println!("Player 2 wins!");
|
||||
}
|
||||
|
||||
if self.ball.position.x > WINDOW_WIDTH {
|
||||
window::quit(ctx);
|
||||
println!("Player 1 wins!");
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn draw(&mut self, ctx: &mut Context) -> tetra::Result {
|
||||
graphics::clear(ctx, Color::rgb(0.392, 0.584, 0.929));
|
||||
graphics::clear(ctx, Color::rgb(0., 0., 0.));
|
||||
|
||||
graphics::draw(ctx, &self.player1.texture, self.player1.position);
|
||||
graphics::draw(ctx, &self.player2.texture, self.player2.position);
|
||||
graphics::draw(ctx, &self.ball.texture, self.ball.position);
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user