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| author | ghassanpl <kronikarz@gmail.com> | 2016-08-06 16:58:48 +0200 |
|---|---|---|
| committer | ghassanpl <kronikarz@gmail.com> | 2016-08-06 16:58:48 +0200 |
| commit | 4960e6b6d7b4cba6125cfb8bb2fef043db8e5ba5 (patch) | |
| tree | 88dfb074579589a5ea6eba92462bb44863d18798 /games | |
| parent | d5f5f0a9302435945b730e5ec001bda39741f3c7 (diff) | |
| download | raylib-4960e6b6d7b4cba6125cfb8bb2fef043db8e5ba5.tar.gz raylib-4960e6b6d7b4cba6125cfb8bb2fef043db8e5ba5.zip | |
Fixes for some Lua bugs
Diffstat (limited to 'games')
| -rw-r--r-- | games/arkanoid.lua | 297 |
1 files changed, 297 insertions, 0 deletions
diff --git a/games/arkanoid.lua b/games/arkanoid.lua new file mode 100644 index 00000000..2dc59247 --- /dev/null +++ b/games/arkanoid.lua @@ -0,0 +1,297 @@ +--[[ + + raylib - sample game: arkanoid + + Sample game Marc Palau and Ramon Santamaria + + This game has been created using raylib v1.3 (www.raylib.com) + raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) + + Copyright (c) 2015 Ramon Santamaria (@raysan5) + + Translated to Lua by Ghassan Al-Mashareqa (ghassan@ghassan.pl) + +--]] + +------------------------------------------------------------------------------------ +-- Some Defines +------------------------------------------------------------------------------------ +PLAYER_MAX_LIFE = 5 +LINES_OF_BRICKS = 5 +BRICKS_PER_LINE = 20 + +------------------------------------------------------------------------------------ +-- Types and Structures Definition +------------------------------------------------------------------------------------ + +GameScreen = { LOGO = 0, TITLE = 1, GAMEPLAY = 2, ENDING = 3 } + +function Player() + return { position = Vector2(0,0), size = Vector2(0,0), life = 0 } +end + +function Ball() + return { position = Vector2(0,0), speed = Vector2(0,0), radius = 0, active = false } +end + +function Brick() + return { position = Vector2(0,0), active = false } +end + +-------------------------------------------------------------------------------------- +-- Global Variables Declaration +-------------------------------------------------------------------------------------- +screenWidth = 800; +screenHeight = 450; + +framesCounter = 0; +gameOver = false; +pause = false; + +player = Player() +ball = Ball() +brick = {}--[LINES_OF_BRICKS][BRICKS_PER_LINE]; +for i = 0, LINES_OF_BRICKS-1 do + brick[i] = {} + for j = 0, BRICKS_PER_LINE-1 do + brick[i][j] = Brick() + end +end +brickSize = Vector2(0,0) + + +-------------------------------------------------------------------------------------- +-- Module Functions Definitions (local) +-------------------------------------------------------------------------------------- + +-- Initialize game variables +function InitGame() + + brickSize = Vector2(GetScreenWidth()/BRICKS_PER_LINE, 40) + + -- Initialize player + player.position = Vector2(screenWidth/2, screenHeight*7/8) + player.size = Vector2(screenWidth/10, 20) + player.life = PLAYER_MAX_LIFE; + + -- Initialize ball + ball.position = Vector2(screenWidth/2, screenHeight*7/8 - 30) + ball.speed = Vector2(0, 0) + ball.radius = 7; + ball.active = false; + + -- Initialize bricks + local initialDownPosition = 50; + + for i = 0, LINES_OF_BRICKS-1 do + for j = 0, BRICKS_PER_LINE-1 do + brick[i][j].position = Vector2(j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition) + brick[i][j].active = true; + end + end +end + +-- Update game (one frame) +function UpdateGame() + + if (not gameOver) then + if (IsKeyPressed(KEY.P)) then pause = not pause; end + + if (not pause) then + -- Player movement + if (IsKeyDown(KEY.LEFT)) then player.position.x = player.position.x - 5; end + if ((player.position.x - player.size.x/2) <= 0) then player.position.x = player.size.x/2; end + if (IsKeyDown(KEY.RIGHT)) then player.position.x = player.position.x + 5; end + if ((player.position.x + player.size.x/2) >= screenWidth) then player.position.x = screenWidth - player.size.x/2; end + + -- Launch ball + if (not ball.active) then + if (IsKeyPressed(KEY.SPACE)) then + ball.active = true; + ball.speed = Vector2(0, -5) + end + end + + UpdateBall(); + + -- Game over logic + if (player.life <= 0) then + gameOver = true; + else + gameOver = true; + + for i = 0, LINES_OF_BRICKS-1 do + for j = 0, BRICKS_PER_LINE-1 do + if (brick[i][j].active) then gameOver = false; end + end + end + end + end + else + if (IsKeyPressed(KEY.ENTER)) then + InitGame(); + gameOver = false; + end + end + +end + +-- Draw game (one frame) +function DrawGame() + + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (not gameOver) then + -- Draw player bar + DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK); + + -- Draw player lives + for i = 0, player.life-1 do + DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY); + end + + -- Draw ball + DrawCircleV(ball.position, ball.radius, MAROON); + + -- Draw bricks + for i = 0, LINES_OF_BRICKS-1 do + for j = 0, BRICKS_PER_LINE-1 do + if (brick[i][j].active) then + if ((i + j) % 2 == 0) then + DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY); + else + DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY); + end + end + end + end + + if (pause) then + DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY); + end + else + DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY); + end + + EndDrawing(); +end + +-- Unload game variables +function UnloadGame() + -- TODO: Unload all dynamic loaded data (textures, sounds, models...) +end + +-- Update and Draw (one frame) +function UpdateDrawFrame() + UpdateGame(); + DrawGame(); +end + +---------------------------------------------------------------------------------------- +-- Additional module functions +---------------------------------------------------------------------------------------- +function UpdateBall() + -- Update position + if (ball.active) then + ball.position.x = ball.position.x + ball.speed.x; + ball.position.y = ball.position.y + ball.speed.y; + else + ball.position = Vector2(player.position.x, screenHeight*7/8 - 30); + end + + -- Bounce in x + if (((ball.position.x + ball.radius) >= screenWidth) or ((ball.position.x - ball.radius) <= 0)) + then + ball.speed.x = ball.speed.x * -1; + end + + -- Bounce in y + if ((ball.position.y - ball.radius) <= 0) then + ball.speed.y = ball.speed.y * -1; + end + + -- Ball reaches bottom of the screen + if ((ball.position.y + ball.radius) >= screenHeight) then + ball.speed = Vector2(0, 0); + ball.active = false; + + player.life = player.life - 1; + end + + -- Collision logic: ball vs player + if CheckCollisionCircleRec(ball.position, ball.radius, + Rectangle( + player.position.x - player.size.x/2, + player.position.y - player.size.y/2, + player.size.x, + player.size.y)) then + if (ball.speed.y > 0) then + ball.speed.y = ball.speed.y * -1; + ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5; + end + end + + -- Collision logic: ball vs bricks + for i = 0,LINES_OF_BRICKS-1 do + for j = 0,BRICKS_PER_LINE-1 do + if (brick[i][j].active) then + -- Hit below + if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) and + ((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) and + ((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y < 0)) + then + brick[i][j].active = false; + ball.speed.y = ball.speed.y * -1; + -- Hit above + elseif (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) and + ((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) and + ((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y > 0)) + then + brick[i][j].active = false; + ball.speed.y = ball.speed.y * -1; + -- Hit left + elseif (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) and + ((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) and + ((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x > 0)) + then + brick[i][j].active = false; + ball.speed.x = ball.speed.x * -1; + -- Hit right + elseif (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) and + ((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) and + ((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x < 0)) + then + brick[i][j].active = false; + ball.speed.x = ball.speed.x * -1; + end + end + end + end +end + +InitWindow(screenWidth, screenHeight, "sample game: arkanoid"); + +InitGame(); + +SetTargetFPS(60); +---------------------------------------------------------------------------------------- + +-- Main game loop +while (not WindowShouldClose()) -- Detect window close button or ESC key +do + -- Update + ------------------------------------------------------------------------------------ + UpdateGame(); + ------------------------------------------------------------------------------------ + + -- Draw + ------------------------------------------------------------------------------------ + DrawGame(); + ------------------------------------------------------------------------------------ +end + +UnloadGame(); -- Unload loaded data (textures, sounds, models...) + +CloseWindow(); -- Close window and OpenGL context |
