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ÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿðÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿðÿÿÿÿÿÿÿÿÿÿðÿÿÿðÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿïîîÿÿÿÿÿÿÿÿÿÿÿÿÿððÿÿÿðÿÿÿÿÿðÿÿÿÿÿÿÿÿÿððÿÿÿðÿðÿðÿÿðÿÿððÿÿÿÿÿÿÿðÿðÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿïþÿÿÿÿÿÿÿÿÿÿÿÿÿðÿÿððÿðÿðÿðÿðÿÿðÿÿððÿÿðÿÿððððððÿÿðððÿÿðÿÿðÿÿðððÿÿðÿÿÿðÿÿÿÿÿÿÿÿÿÿÿÿÿÿþÿþÿÿÿîÿÿÿÿÿÿÿÿÿÿÿÿÿÿðÿÿðÿÿÿðÿðÿðððÿÿððððÿÿÿÿÿÿððððððððÿÿÿðÿÿðÿÿðÿÿðððÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿîïþÿÿïþÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿððÿðÿÿÿÿÿððÿðððÿÿÿÿÿÿðððððÿÿÿðÿðÿÿÿðÿðÿÿÿÿÿÿÿðÿðÿÿÿÿÿÿÿÿÿÿÿÿÿïîÿÿÿïîîÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿÿþÿÿÊ6-- title: lua pong -- author: txgruppi -- desc: Pong written in Lua -- site: https://github.com/txgruppi -- license: MIT License -- version: 2.0 -- script: lua function noop(...) end local vec2d_mt = { __tostring = function(self) return "(vec2 " .. self.x .. " " .. self.y .. ")" end, __add = function(self, other) return vec2(self.x + other.x, self.y + other.y) end, __sub = function(self, other) return vec2(self.x - other.x, self.y - other.y) end, __unm = function(self) return vec2(-self.x, -self.y) end, __mul = function(self, other) return vec2(self.x * other.x, self.y * other.y) end, __div = function(self, other) return vec2(self.x / other.x, self.y / other.y) end, __eq = function(self, other) return self.x == other.x and self.y == other.y end } function vec2(x, y) return setmetatable({ kind = "vec2", x = x, y = y }, vec2d_mt) end local rect_mt = { __tostring = function(self) return "(rect2 " .. tostring(self.position) .. " " .. tostring(self.size) .. ")" end, __index = function(self, key) if key == "top_left" then return self.position end if key == "top_right" then return vec2(self.position.x + self.size.x, self.position.y) end if key == "bottom_left" then return vec2(self.position.x, self.position.y + self.size.y) end if key == "bottom_right" then return self.position + self.size end end } function rect2(position, size) return setmetatable({ kind = "rect2", position = position, size = size, grow = function(self, by) return rect2(self.position - by, self.size + by + by) end, shrink = function(self, by) return self:grow(-by) end }, rect_mt) end local event_emitter_mt = { __tostring = function(self) return "(event_emitter)" end } function event_emitter() return setmetatable({ kind = "event_emitter", listeners = {}, subscribe = function(self, event, listener) if not self.listeners[event] then self.listeners[event] = {} end local index = -1 for i, l in ipairs(self.listeners[event]) do if l == listener or l == nil then index = i break end end if index == -1 then index = #self.listeners[event] + 1 end if not self.listeners[event][index] then self.listeners[event][index] = listener end return function() self.listeners[event][index] = nil end end, emit = function(self, event, ...) if not self.listeners[event] then return end for _, listener in ipairs(self.listeners[event]) do if listener then listener(...) end end end }, event_emitter_mt) end local entity_mt = { __tostring = function(self) return "(entity " .. tostring(self.position) .. " " .. tostring(self.size) .. " " .. tostring(self.velocity) .. ")" end } function entity(options) return setmetatable({ kind = "entity", position = options.position, size = options.size, velocity = options.velocity, update = options.update or noop, draw = options.draw or noop, events = event_emitter(), rect = function(self) return rect2(self.position, self.size) end }, entity_mt) end -- is_colliding_vec2d_rect2 :: vec2 -> rect2 -> bool -- returns true if the vec2 is inside the rect2, false otherwise function is_colliding_vec2d_rect2(vec, rect) local tl = rect.top_left local br = rect.bottom_right return vec.x >= tl.x and vec.x <= br.x and vec.y >= tl.y and vec.y <= br.y end -- is_colliding_rect2_rect2 :: rect2 -> rect2 -> bool -- returns true if the two rect2 are colliding, false otherwise function is_colliding_rect2_rect2(rect1, rect2) return is_colliding_vec2d_rect2(rect1.top_left, rect2) or is_colliding_vec2d_rect2(rect1.top_right, rect2) or is_colliding_vec2d_rect2(rect1.bottom_left, rect2) or is_colliding_vec2d_rect2(rect1.bottom_right, rect2) or is_colliding_vec2d_rect2(rect2.top_left, rect1) or is_colliding_vec2d_rect2(rect2.top_right, rect1) or is_colliding_vec2d_rect2(rect2.bottom_left, rect1) or is_colliding_vec2d_rect2(rect2.bottom_right, rect1) end -- is_colliding :: (rect2 | vec2) -> (rect2 | vec2) -> bool -- returns true if the two values are colliding, false otherwise function is_colliding(a, b) if a.kind == "rect2" and b.kind == "rect2" then return is_colliding_rect2_rect2(a, b) end if a.kind == "vec2" and b.kind == "rect2" then return is_colliding_vec2d_rect2(a, b) end if a.kind == "rect2" and b.kind == "vec2" then return is_colliding_vec2d_rect2(b, a) end return false end -- cmp_in_between :: number -> number -> number -> number -- returns -1 if curr is less than min, 1 if curr is greater than max, 0 otherwise function cmp_in_between(min, curr, max) if curr < min then return -1 end if curr > max then return 1 end return 0 end -- check_point_bounds :: vec2 -> rect2 -> vec2 -- returns a vec2 with the x and y values representing the point position relative to the bounds rect function check_point_bounds(point, bounds) local top = bounds.position.y local left = bounds.position.x local bottom = bounds.position.y + bounds.size.y local right = bounds.position.x + bounds.size.x return vec2(cmp_in_between(left, point.x, right), cmp_in_between(top, point.y, bottom)) end -- clamp :: number -> number -> number -> number -- returns min if curr is less than min, max if curr is greater than max, curr otherwise function clamp(min, curr, max) if curr < min then return min end if curr > max then return max end return curr end -- clamp_point_to_bounds :: vec2 -> rect2 -> vec2 -- returns a vec2 with the x and y values clamped to the bounds rect function clamp_point_to_bounds(point, bounds) local top = bounds.position.y local left = bounds.position.x local bottom = bounds.position.y + bounds.size.y local right = bounds.position.x + bounds.size.x return vec2(clamp(left, point.x, right), clamp(top, point.y, bottom)) end -- clamp_rect_to_rect :: rect2 -> rect2 -> rect2 -- returns a rect (target) clamped to the given rect (bounds). if target is larger than bounds its position will be set to bounds's top left function clamp_rect_to_rect(target, bounds) local tp = target.position local ts = target.size local bp = bounds.position local bs = bounds.size local target_is_larger = ts.x > bs.x or ts.y > bs.y if target_is_larger then return rect2(bp, ts) end return rect2(clamp_point_to_bounds(tp, rect2(bp, vec2(bs.x - ts.x, bs.y - ts.y))), ts) end function get_directional_movement_vec2d(btnf, step, up, down, left, right) local mov = vec2(0, 0) if type(btnf) ~= "function" then return mov end if up ~= nil and btnf(up) then mov.y = mov.y - step end if down ~= nil and btnf(down) then mov.y = mov.y + step end if left ~= nil and btnf(left) then mov.x = mov.x - step end if right ~= nil and btnf(right) then mov.x = mov.x + step end return mov end function player(position, up_btn, down_btn) return setmetatable({ kind = "player", up_btn = up_btn, down_btn = down_btn, }, { __index = entity { position = position, size = vec2(6, 40), update = function(self, game) local mov = get_directional_movement_vec2d(btn, 2, self.up_btn, self.down_btn, nil, nil) local clamped = clamp_rect_to_rect( rect2(vec2(self.position.x, self.position.y + mov.y), self.size), game.screen ) self.position = clamped.position end, draw = function(self, game) rect(self.position.x, self.position.y, self.size.x, self.size.y, 12) end } }) end function hud() return setmetatable({ kind = "hud", left = 0, right = 0, inc = function(self, side) self[side] = self[side] + 1 end, footer = "txgruppi.com - made with lua - v2" }, { __index = entity { draw = function(self, game) local sw = game.screen.size.x local sh = game.screen.size.y local w0 = print(self.left, sw, 0, 14, false, 5, true) local w1 = print(self.footer, sw) print(self.left, (sw / 2) - w0 - 5, 0, 14, false, 5, true) print(self.right, (sw / 2) + 5, 0, 14, false, 5, true) print(":", (sw / 2) - 5, 0, 14, false, 5, true) print(self.footer, (sw - w1) / 2, sh - 6, 0) spr(1, 3, 0, 0) spr(2, 3, sh - 5, 0) spr(3, sw - 8, 0, 0) spr(4, sw - 8, sh - 4, 0) end } }) end function ball(position) position = position + vec2(math.random(-10, 10), math.random(-10, 10)) velocity = vec2(math.random() > .5 and -2 or 2, 2) return setmetatable({ kind = "ball", events = event_emitter(), }, { __index = entity { position = position, velocity = velocity, size = vec2(3, 3), update = function(self, game) local p = self.position local s = self.size local v = self.velocity local screen_bounds = game.screen:shrink(s) local bounds_check = check_point_bounds(p, screen_bounds) local player_left_collider = game.player_left:rect():grow(vec2(self.size.x, -self.size.y)) local player_right_collider = game.player_right:rect():grow(vec2(self.size.x, -self.size.y)) local moving_left = v.x < 0 local hit_player_left_before_update = is_colliding(p, player_left_collider) local hit_player_right_before_update = is_colliding(p, player_right_collider) if bounds_check.x < 0 then v.x = -v.x p.x = screen_bounds.position.x elseif bounds_check.x > 0 then v.x = -v.x p.x = screen_bounds.size.x + self.size.x end if bounds_check.y < 0 then v.y = -v.y p.y = screen_bounds.position.y elseif bounds_check.y > 0 then v.y = -v.y p.y = screen_bounds.size.y + self.size.y end p = p + v local hit_player_left_after_update = is_colliding(p, player_left_collider) local hit_player_right_after_update = is_colliding(p, player_right_collider) local just_hit_player_left = moving_left and not hit_player_left_before_update and hit_player_left_after_update local just_hit_player_right = not moving_left and not hit_player_right_before_update and hit_player_right_after_update if just_hit_player_left or just_hit_player_right then v.x = -v.x end self.position = p self.velocity = v if just_hit_player_left then self.events:emit("collide", "player", "left") end if just_hit_player_right then self.events:emit("collide", "player", "right") end if bounds_check.y ~= 0 then self.events:emit("collide", "wall", "y") end if bounds_check.x < 0 and moving_left then self.events:emit("collide", "wall", "left") end if bounds_check.x > 0 and not moving_left then self.events:emit("collide", "wall", "right") end end, draw = function(self, game) circ(self.position.x, self.position.y, self.size.x, 12) end } }) end function init() local screen = rect2(vec2(0, 0), vec2(240, 136)) local player_left = player(vec2(3, (screen.size.y - 40) / 2), 6, 4) local player_right = player(vec2(screen.size.x - 9, (screen.size.y - 40) / 2), 0, 1) local hud = hud() local ball = ball(vec2(screen.size.x / 2, screen.size.y / 2)) ball.events:subscribe("collide", function(what, where) if what ~= "wall" or where == "y" then return end hud:inc(where == "left" and "right" or "left") end) ball.events:subscribe("collide", function(what, where) if what == "player" then sfx(1) elseif what == "wall" and where == "y" then sfx(2) elseif what == "wall" then sfx(0) end end) return { screen = screen, player_left = player_left, player_right = player_right, hud = hud, entities = { hud, player_left, player_right, ball } } end local game = init() function TIC() cls(15) for _, e in ipairs(game.entities) do e:update(game) end for _, e in ipairs(game.entities) do e:draw(game) end end