added Pong Game in Lua Language

pull/440/head
Yatindra29 4 years ago
parent b47cf8261f
commit ef3823bc4f

@ -0,0 +1,36 @@
Ball=Class{}
function Ball:init(x,y,width,height)
self.x=x
self.y=y
self.width=width
self.height=height
self.dx=math.random(2)==1 and 100 or -100
self.dy=math.random(-50,50)
end
function Ball:collides(paddle)
if self.x > paddle.x+paddle.width or paddle.x > ball.x+ball.width then
return false
end
if self.y> paddle.y+paddle.height or paddle.y > self.y+self.height then
return false
end
return true
end
function Ball:reset()
self.x=VIRTUAL_WIDTH/2-2
self.y=VIRTUAL_HEIGHT/2-2
self.dx = math.random(2) == 1 and -100 or 100
self.dy = math.random(-50, 50)
end
function Ball:update(dt)
self.x=self.x+self.dx*dt
self.y=self.y+self.dy*dt
end
function Ball:render()
love.graphics.rectangle('fill',self.x,self.y,self.width,self.height)
end

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Paddle=Class{}
function Paddle:init(x,y,width,height)
self.x=x
self.y=y
self.width=width
self.height=height
self.dy=0
end
function Paddle:update(dt)
if self.dy<0 then
self.y=math.max(0,self.y+self.dy*dt)
else
self.y = math.min(VIRTUAL_HEIGHT - self.height, self.y + self.dy * dt)
end
end
function Paddle:render()
love.graphics.rectangle('fill', self.x, self.y, self.width, self.height)
end

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Subproject commit 4e6ba07c5b062a1bad19f11c69cc5a0ae7ae9836

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--[[
Copyright (c) 2010-2013 Matthias Richter
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
Except as contained in this notice, the name(s) of the above copyright holders
shall not be used in advertising or otherwise to promote the sale, use or
other dealings in this Software without prior written authorization.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
]]--
local function include_helper(to, from, seen)
if from == nil then
return to
elseif type(from) ~= 'table' then
return from
elseif seen[from] then
return seen[from]
end
seen[from] = to
for k,v in pairs(from) do
k = include_helper({}, k, seen) -- keys might also be tables
if to[k] == nil then
to[k] = include_helper({}, v, seen)
end
end
return to
end
-- deeply copies `other' into `class'. keys in `other' that are already
-- defined in `class' are omitted
local function include(class, other)
return include_helper(class, other, {})
end
-- returns a deep copy of `other'
local function clone(other)
return setmetatable(include({}, other), getmetatable(other))
end
local function new(class)
-- mixins
class = class or {} -- class can be nil
local inc = class.__includes or {}
if getmetatable(inc) then inc = {inc} end
for _, other in ipairs(inc) do
if type(other) == "string" then
other = _G[other]
end
include(class, other)
end
-- class implementation
class.__index = class
class.init = class.init or class[1] or function() end
class.include = class.include or include
class.clone = class.clone or clone
-- constructor call
return setmetatable(class, {__call = function(c, ...)
local o = setmetatable({}, c)
o:init(...)
return o
end})
end
-- interface for cross class-system compatibility (see https://github.com/bartbes/Class-Commons).
if class_commons ~= false and not common then
common = {}
function common.class(name, prototype, parent)
return new{__includes = {prototype, parent}}
end
function common.instance(class, ...)
return class(...)
end
end
-- the module
return setmetatable({new = new, include = include, clone = clone},
{__call = function(_,...) return new(...) end})

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push= require 'push'
Class=require 'class'
require 'Paddle'
require 'Ball'
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720
VIRTUAL_WIDTH = 432
VIRTUAL_HEIGHT = 243
PADDLE_SPEED=200
function love.load()
love.graphics.setDefaultFilter('nearest', 'nearest')
love.window.setTitle('Pong')
math.randomseed(os.time())
smallFont=love.graphics.newFont('font.ttf', 8)
scoreFont=love.graphics.newFont('font.ttf', 32)
largeFont=love.graphics.newFont('font.ttf', 20)
love.graphics.setFont(smallFont)
sounds = {
['paddle_hit'] = love.audio.newSource('sounds/paddle_hit.wav', 'static'),
['score'] = love.audio.newSource('sounds/score.wav', 'static'),
['wall_hit'] = love.audio.newSource('sounds/wall_hit.wav', 'static')
}
push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, {
fullscreen = false,
resizable = true,
vsync = true
})
player1Score = 0
player2Score = 0
servingPlayer=1
player1=Paddle(10,30,5,20)
player2=Paddle(VIRTUAL_WIDTH-10,VIRTUAL_HEIGHT-30,5,20)
ball=Ball(VIRTUAL_WIDTH / 2 - 2, VIRTUAL_HEIGHT / 2 - 2, 4, 4)
gameState='start'
end
function love.resize(w, h)
push:resize(w, h)
end
function love.update(dt)
if gameState=='serve' then
ball.dy=math.random(-50,50)
if servingPlayer==1 then
ball.dx=math.random(140,200)
else
ball.dx=-math.random(140,200)
end
elseif gameState == 'play' then
if ball:collides(player1) then
ball.dx=-ball.dx*1.07
ball.x=player1.x+5
if ball.dy < 0 then
ball.dy=-math.random(10,150)
else
ball.dy=math.random(10,150)
end
sounds['paddle_hit']:play()
end
if ball:collides(player2) then
ball.dx = -ball.dx * 1.03
ball.x = player2.x - 4
if ball.dy < 0 then
ball.dy = -math.random(10, 150)
else
ball.dy = math.random(10, 150)
end
sounds['paddle_hit']:play()
end
if ball.y<=0 then
ball.y=0
ball.dy=-ball.dy
sounds['wall_hit']:play()
end
if ball.y>=VIRTUAL_HEIGHT-4 then
ball.y=VIRTUAL_HEIGHT-4
ball.dy=-ball.dy
sounds['wall_hit']:play()
end
if ball.x<0 then
servingPlayer = 1
player2Score= player2Score + 1
sounds['score']:play()
if player2Score==10 then
winningPlayer=2
gameState='done'
else
gameState='serve'
ball:reset()
end
end
if ball.x > VIRTUAL_WIDTH then
servingPlayer = 2
player1Score = player1Score + 1
sounds['score']:play()
if player1Score==10 then
winningPlayer=1
gameState='done'
else
gameState='serve'
ball:reset()
end
end
end
if love.keyboard.isDown('w') then
player1.dy=-PADDLE_SPEED
elseif love.keyboard.isDown('s') then
player1.dy=PADDLE_SPEED
else
player1.dy=0
end
--player 2 movement
if love.keyboard.isDown('up') then
player2.dy=-PADDLE_SPEED
elseif love.keyboard.isDown('down') then
player2.dy=PADDLE_SPEED
else
player2.dy=0
end
if gameState=='play' then
ball:update(dt)
end
player1:update(dt)
player2:update(dt)
end
function love.keypressed(key)
if key=='escape' then
love.event.quit()
elseif key=='enter' or key=='return' then
if gameState=='start' then
gameState='serve'
elseif gameState=='serve' then
gameState='play'
elseif gameState=='done' then
gameState='serve'
ball:reset()
player1Score=0
player2Score=0
if winningPlayer==1 then
servingPlayer=2
else
servingPlayer=1
end
end
end
end
function love.draw()
push:apply('start')
love.graphics.clear(40/255,45/255,52/255,255/255)
--message
love.graphics.setFont(smallFont)
displayScore()
if gameState=='start' then
love.graphics.setFont(smallFont)
love.graphics.printf('Welcome to Pong!', 0, 10, VIRTUAL_WIDTH, 'center')
love.graphics.printf('Press Enter to begin!', 0, 20, VIRTUAL_WIDTH, 'center')
elseif gameState=='serve' then
love.graphics.setFont(smallFont)
love.graphics.printf('Player ' .. tostring(servingPlayer) .. "'s serve!", 0, 10, VIRTUAL_WIDTH, 'center')
love.graphics.printf('Press Enter to serve!', 0, 20, VIRTUAL_WIDTH, 'center')
elseif gameState=='play' then
--no messages
elseif gameState=='done' then
love.graphics.setFont(largeFont)
love.graphics.printf('Player ' .. tostring(winningPlayer) .. ' wins!',0, 10, VIRTUAL_WIDTH, 'center')
love.graphics.setFont(smallFont)
love.graphics.printf('Press Enter to restart!', 0, 30, VIRTUAL_WIDTH, 'center')
end
--first paddle
player1:render()
--second paddle
player2:render()
--ball
ball:render()
displayFPS()
push:apply('end')
end
function displayFPS()
love.graphics.setFont(smallFont)
love.graphics.setColor(0,1,0,1)
love.graphics.print('FPS: ' .. tostring(love.timer.getFPS()), 10, 10)
end
function displayScore()
love.graphics.setFont(scoreFont)
love.graphics.print(tostring(player1Score),VIRTUAL_WIDTH/ 2 - 50,VIRTUAL_HEIGHT/3)
love.graphics.print(tostring(player2Score),VIRTUAL_WIDTH/ 2 + 30,VIRTUAL_HEIGHT/3)
end

@ -0,0 +1,232 @@
-- push.lua v0.2
-- Copyright (c) 2017 Ulysse Ramage
-- Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
-- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
local push = {
defaults = {
fullscreen = false,
resizable = false,
pixelperfect = false,
highdpi = true,
canvas = true
}
}
setmetatable(push, push)
--TODO: rendering resolution?
--TODO: clean up code
function push:applySettings(settings)
for k, v in pairs(settings) do
self["_" .. k] = v
end
end
function push:resetSettings() return self:applySettings(self.defaults) end
function push:setupScreen(WWIDTH, WHEIGHT, RWIDTH, RHEIGHT, settings)
settings = settings or {}
self._WWIDTH, self._WHEIGHT = WWIDTH, WHEIGHT
self._RWIDTH, self._RHEIGHT = RWIDTH, RHEIGHT
self:applySettings(self.defaults) --set defaults first
self:applySettings(settings) --then fill with custom settings
love.window.setMode( self._RWIDTH, self._RHEIGHT, {
fullscreen = self._fullscreen,
resizable = self._resizable,
highdpi = self._highdpi
} )
self:initValues()
if self._canvas then
self:setupCanvas({ "default" }) --setup canvas
end
self._borderColor = {0, 0, 0}
self._drawFunctions = {
["start"] = self.start,
["end"] = self.finish
}
return self
end
function push:setupCanvas(canvases)
table.insert(canvases, { name = "_render" }) --final render
self._canvas = true
self.canvases = {}
for i = 1, #canvases do
self.canvases[i] = {
name = canvases[i].name,
shader = canvases[i].shader,
canvas = love.graphics.newCanvas(self._WWIDTH, self._WHEIGHT)
}
end
return self
end
function push:setCanvas(name)
if not self._canvas then return true end
return love.graphics.setCanvas( self:getCanvasTable(name).canvas )
end
function push:getCanvasTable(name)
for i = 1, #self.canvases do
if self.canvases[i].name == name then
return self.canvases[i]
end
end
end
function push:setShader(name, shader)
if not shader then
self:getCanvasTable("_render").shader = name
else
self:getCanvasTable(name).shader = shader
end
end
function push:initValues()
self._PSCALE = self._highdpi and love.window.getDPIScale() or 1
self._SCALE = {
x = self._RWIDTH/self._WWIDTH * self._PSCALE,
y = self._RHEIGHT/self._WHEIGHT * self._PSCALE
}
if self._stretched then --if stretched, no need to apply offset
self._OFFSET = {x = 0, y = 0}
else
local scale = math.min(self._SCALE.x, self._SCALE.y)
if self._pixelperfect then scale = math.floor(scale) end
self._OFFSET = {x = (self._SCALE.x - scale) * (self._WWIDTH/2), y = (self._SCALE.y - scale) * (self._WHEIGHT/2)}
self._SCALE.x, self._SCALE.y = scale, scale --apply same scale to X and Y
end
self._GWIDTH = self._RWIDTH * self._PSCALE - self._OFFSET.x * 2
self._GHEIGHT = self._RHEIGHT * self._PSCALE - self._OFFSET.y * 2
end
--[[ DEPRECATED ]]--
function push:apply(operation, shader)
if operation == "start" then
self:start()
elseif operation == "finish" or operation == "end" then
self:finish(shader)
end
end
function push:start()
if self._canvas then
love.graphics.push()
love.graphics.setCanvas(self.canvases[1].canvas)
else
love.graphics.translate(self._OFFSET.x, self._OFFSET.y)
love.graphics.setScissor(self._OFFSET.x, self._OFFSET.y, self._WWIDTH*self._SCALE.x, self._WHEIGHT*self._SCALE.y)
love.graphics.push()
love.graphics.scale(self._SCALE.x, self._SCALE.y)
end
end
function push:finish(shader)
love.graphics.setBackgroundColor(unpack(self._borderColor))
if self._canvas then
local _render = self:getCanvasTable("_render")
love.graphics.pop()
love.graphics.setColor(255, 255, 255)
--draw canvas
love.graphics.setCanvas(_render.canvas)
for i = 1, #self.canvases - 1 do --do not draw _render yet
local _table = self.canvases[i]
love.graphics.setShader(_table.shader)
love.graphics.draw(_table.canvas)
end
love.graphics.setCanvas()
--draw render
love.graphics.translate(self._OFFSET.x, self._OFFSET.y)
love.graphics.setShader(shader or self:getCanvasTable("_render").shader)
love.graphics.draw(self:getCanvasTable("_render").canvas, 0, 0, 0, self._SCALE.x, self._SCALE.y)
--clear canvas
for i = 1, #self.canvases do
love.graphics.setCanvas( self.canvases[i].canvas )
love.graphics.clear()
end
love.graphics.setCanvas()
love.graphics.setShader()
else
love.graphics.pop()
love.graphics.setScissor()
end
end
function push:setBorderColor(color, g, b)
self._borderColor = g and {color, g, b} or color
end
function push:toGame(x, y)
x, y = x - self._OFFSET.x, y - self._OFFSET.y
local normalX, normalY = x / self._GWIDTH, y / self._GHEIGHT
x = (x >= 0 and x <= self._WWIDTH * self._SCALE.x) and normalX * self._WWIDTH or nil
y = (y >= 0 and y <= self._WHEIGHT * self._SCALE.y) and normalY * self._WHEIGHT or nil
return x, y
end
--doesn't work - TODO
function push:toReal(x, y)
return x+self._OFFSET.x, y+self._OFFSET.y
end
function push:switchFullscreen(winw, winh)
self._fullscreen = not self._fullscreen
local windowWidth, windowHeight = love.window.getDesktopDimensions()
if self._fullscreen then --save windowed dimensions for later
self._WINWIDTH, self._WINHEIGHT = self._RWIDTH, self._RHEIGHT
elseif not self._WINWIDTH or not self._WINHEIGHT then
self._WINWIDTH, self._WINHEIGHT = windowWidth * .5, windowHeight * .5
end
self._RWIDTH = self._fullscreen and windowWidth or winw or self._WINWIDTH
self._RHEIGHT = self._fullscreen and windowHeight or winh or self._WINHEIGHT
self:initValues()
love.window.setFullscreen(self._fullscreen, "desktop")
if not self._fullscreen and (winw or winh) then
love.window.setMode(self._RWIDTH, self._RHEIGHT) --set window dimensions
end
end
function push:resize(w, h)
local pixelScale = love.window.getDPIScale()
if self._highdpi then w, h = w / pixelScale, h / pixelScale end
self._RWIDTH = w
self._RHEIGHT = h
self:initValues()
end
function push:getWidth() return self._WWIDTH end
function push:getHeight() return self._WHEIGHT end
function push:getDimensions() return self._WWIDTH, self._WHEIGHT end
return push
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