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Commit
fa477dab
authored
Apr 28, 2022
by
anshve
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PongSource/src/states/PlayState.lua
PongSource/src/states/PlayState.lua
0 → 100644
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fa477dab
PlayState
=
Class
{
__includes
=
BaseState
}
function
PlayState
:
enter
(
params
)
paddle1
=
params
.
paddle1
paddle2
=
params
.
paddle2
ball
=
params
.
ball
self
.
background
=
params
.
background
self
.
mode
=
params
.
mode
self
.
maxScore
=
params
.
maxScore
end
function
PlayState
:
update
(
dt
)
paddle1
:
update
(
dt
)
paddle2
:
update
(
dt
)
ball
:
update
(
dt
)
-- paddle1 or paddle2 overlap the ball, bounce the ball
if
ball
:
collides
(
paddle1
)
then
self
:
paddleOverlap
(
1
)
gSounds
[
'paddle_hit'
]:
play
()
elseif
ball
:
collides
(
paddle2
)
then
self
:
paddleOverlap
(
2
)
gSounds
[
'paddle_hit'
]:
play
()
end
-- player1 control
if
love
.
keyboard
.
isDown
(
'w'
)
then
paddle1
.
dy
=
-
200
elseif
love
.
keyboard
.
isDown
(
's'
)
then
paddle1
.
dy
=
200
else
paddle1
.
dy
=
0
end
if
self
.
mode
==
0
then
-- computer control
if
ball
.
dx
>
0
and
ball
.
y
<
paddle2
.
y
then
paddle2
.
dy
=
-
PADDLE_BOT_SPEED
elseif
ball
.
dx
>
0
and
ball
.
y
>
paddle2
.
y
then
paddle2
.
dy
=
PADDLE_BOT_SPEED
else
paddle2
.
dy
=
0
end
else
-- player2 control
if
love
.
keyboard
.
isDown
(
'up'
)
then
paddle2
.
dy
=
-
PADDLE_SPEED
elseif
love
.
keyboard
.
isDown
(
'down'
)
then
paddle2
.
dy
=
PADDLE_SPEED
else
paddle2
.
dy
=
0
end
end
if
ball
.
x
>=
VIRTUAL_WIDTH
-
4
or
ball
.
x
<=
0
then
if
ball
.
x
>=
VIRTUAL_WIDTH
-
4
then
paddle1
:
changeScore
(
paddle1
:
getScore
()
+
1
)
ball
.
dx
=
-
100
end
if
ball
.
x
<=
0
then
paddle2
:
changeScore
(
paddle2
:
getScore
()
+
1
)
ball
.
dx
=
100
end
ball
:
reset
()
gSounds
[
'point_scored'
]:
play
()
local
winner
=
self
:
isVictory
()
if
winner
==
1
or
winner
==
2
then
gStateMachine
:
change
(
'victory'
,
{
background
=
self
.
background
,
paddle1
=
paddle1
,
paddle2
=
paddle2
,
winner
=
winner
,
})
else
gStateMachine
:
change
(
'serve'
,
{
mode
=
self
.
mode
,
background
=
self
.
background
,
maxScore
=
self
.
maxScore
,
paddle1
=
paddle1
,
paddle2
=
paddle2
,
ball
=
ball
})
end
end
end
function
PlayState
:
render
()
if
self
.
background
==
0
then
love
.
graphics
.
clear
(
40
/
255
,
45
/
255
,
52
/
255
,
1
)
else
local
backgroundName
=
'background-'
..
self
.
background
local
backgroundWidth
=
gTextures
[
backgroundName
]:
getWidth
()
local
backgroundHeight
=
gTextures
[
backgroundName
]:
getHeight
()
love
.
graphics
.
draw
(
gTextures
[
backgroundName
],
0
,
0
,
0
,
VIRTUAL_WIDTH
/
(
backgroundWidth
-
1
),
VIRTUAL_HEIGHT
/
(
backgroundHeight
-
1
))
end
love
.
graphics
.
setFont
(
gFonts
[
'large'
])
self
:
drawTextWithShadow
(
paddle1
:
getScore
(),
-
100
,
200
)
self
:
drawTextWithShadow
(
paddle2
:
getScore
(),
100
,
200
)
paddle1
:
render
()
paddle2
:
render
()
ball
:
render
()
end
function
PlayState
:
drawTextWithShadow
(
text
,
x
,
y
)
love
.
graphics
.
setColor
(
34
/
255
,
32
/
255
,
52
/
255
,
255
/
255
)
love
.
graphics
.
printf
(
text
,
x
+
2
,
y
+
1
,
VIRTUAL_WIDTH
,
'center'
)
love
.
graphics
.
printf
(
text
,
x
+
1
,
y
+
1
,
VIRTUAL_WIDTH
,
'center'
)
love
.
graphics
.
printf
(
text
,
x
+
0
,
y
+
1
,
VIRTUAL_WIDTH
,
'center'
)
love
.
graphics
.
printf
(
text
,
x
+
1
,
y
+
2
,
VIRTUAL_WIDTH
,
'center'
)
love
.
graphics
.
setColor
(
1
,
1
,
1
,
1
)
love
.
graphics
.
printf
(
text
,
x
,
y
,
VIRTUAL_WIDTH
,
'center'
)
end
function
PlayState
:
paddleOverlap
(
player
)
ball
.
dx
=
-
ball
.
dx
*
BALL_ACCELERATION
if
player
==
1
then
ball
.
x
=
paddle1
.
x
+
5
elseif
player
==
2
then
ball
.
x
=
paddle2
.
x
-
4
end
if
ball
.
dy
<
0
then
ball
.
dy
=
-
math.random
(
10
,
80
)
else
ball
.
dy
=
math.random
(
10
,
80
)
end
end
function
PlayState
:
isVictory
()
if
self
.
maxScore
<=
paddle1
:
getScore
()
then
return
1
elseif
self
.
maxScore
<=
paddle2
:
getScore
()
then
return
2
else
return
0
end
end
\ No newline at end of file
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