Batman
This commit is contained in:
133
lua/Flappy.lua
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133
lua/Flappy.lua
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@@ -0,0 +1,133 @@
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-- Flappy Bird Clone using GameEngine
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local vector2 = require("vector2")
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local utils = require("utils")
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-- Game Variables
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local bird = {
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position = vector2.new(100, 200),
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width = 30,
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height = 30,
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velocity = 0,
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jumpStrength = -8
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}
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local gravity = 0.5
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local pipes = {}
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local pipeWidth = 60
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local pipeGap = 120
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local pipeSpeed = 2
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local score = 0
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local gameRunning = true
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local gameStarted = false
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local screenWidth = GameEngine:getWidth()
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local screenHeight = GameEngine:getHeight()
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-- Function to spawn new pipes
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local function spawnPipe()
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--GameEngine:messageBox(tostring(screenHeight - pipeGap - 50))
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local pipeHeight = math.random(50, screenHeight - pipeGap - 50)
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--local pipeHeight =50
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table.insert(pipes, { x = screenWidth, y = pipeHeight })
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end
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function setup_window()
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GameEngine:setTitle("BreakOut")
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GameEngine:setWidth(800)
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GameEngine:setHeight(600)
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GameEngine:setFrameRate(60)
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end
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--- the set_keylist function
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--- @return string
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function set_keylist()
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return "R "
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end
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--- the start function
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--- @return nil
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function start()
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screenWidth = GameEngine:getWidth()
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screenHeight = GameEngine:getHeight()
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-- print(GameEngine:getRequest("https://dummyjson.com/c/3029-d29f-4014-9fb4"))
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end
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-- Update game state
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function update()
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if not gameRunning then return end
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-- Apply gravity
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bird.velocity = bird.velocity + gravity
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bird.position.y = bird.position.y + bird.velocity
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-- Jumping mechanic
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if GameEngine:isKeyDown(" ") then
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bird.velocity = bird.jumpStrength
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end
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-- Move pipes
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for i = #pipes, 1, -1 do
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pipes[i].x = pipes[i].x - pipeSpeed
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-- Remove off-screen pipes
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if pipes[i].x + pipeWidth < 0 then
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table.remove(pipes, i)
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score = score + 1
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end
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end
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-- Collision detection
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for _, pipe in ipairs(pipes) do
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if bird.position.x < pipe.x + pipeWidth and bird.position.x + bird.width > pipe.x then
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if bird.position.y < pipe.y or bird.position.y + bird.height > pipe.y + pipeGap then
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gameRunning = false
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end
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end
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end
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-- Check if bird hits ground or ceiling
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if bird.position.y + bird.height >= screenHeight or bird.position.y <= 0 then
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gameRunning = false
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end
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-- Spawn pipes periodically
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if #pipes == 0 or pipes[#pipes].x < screenWidth - 200 then
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spawnPipe()
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end
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end
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-- Draw game elements
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function draw()
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-- Clear screen
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GameEngine:fillScreen(Color.new(135, 206, 250)) -- Sky Blue background
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-- Draw bird
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GameEngine:setColor(Color.new(255, 255, 0)) -- Yellow
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GameEngine:fillOval(bird.position.x, bird.position.y, bird.width, bird.height)
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-- Draw pipes
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GameEngine:setColor(Color.new(0, 255, 0)) -- Green
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for _, pipe in ipairs(pipes) do
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GameEngine:fillRect(pipe.x, 0, pipeWidth, pipe.y)
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GameEngine:fillRect(pipe.x, pipe.y + pipeGap, pipeWidth, screenHeight - pipe.y - pipeGap)
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end
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-- Draw score
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GameEngine:setColor(Color.new(255, 255, 255)) -- White
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GameEngine:drawText(tostring(score), 10, 10)
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-- Game over message
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if not gameRunning then
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GameEngine:drawText("Game Over! Press R to restart", screenWidth / 2 - 80, screenHeight / 2)
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end
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end
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-- Restart function
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function restart()
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bird.position.y = 200
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bird.velocity = 0
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pipes = {}
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score = 0
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gameRunning = true
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end
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182
lua/Pong.lua
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182
lua/Pong.lua
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@@ -0,0 +1,182 @@
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-- annotation.lua contains EmmyLua annotations for cpp_function & cpp_variable
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package.path = package.path .. ";../?.lua"
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local utils = require("utils")
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local vector2 = require("vector2")
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local player = {
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position = vector2.new(0, 0),
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height = 100,
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speed = 5
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}
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local ball = {
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x = 0,
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y = 0,
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size = 20,
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xspeed = 5,
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yspeed = 5,
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color = Color.new(0,255,255)
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}
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local AI = {
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y = 200,
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height = 100,
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speed = 4
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}
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local player_score = 0
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local ai_score = 0
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local start_timer = 0
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local start_timer_max = 60
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local next_round = true
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local countdown_text = 3
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function update_player(player)
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if GameEngine:isKeyDown("W") then
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if (player.position.y >= 0) then
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player.position.y = player.position.y - player.speed
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end
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end
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if GameEngine:isKeyDown("S") then
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if player.position.y + player.height < GameEngine:getHeight() then
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player.position.y = player.position.y + player.speed
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end
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end
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end
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function update_ai()
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if ball.y < AI.y then
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if(AI.y > 0) then
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AI.y = AI.y - AI.speed
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end
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end
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if ball.y > AI.y then
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if AI.y + AI.height < GameEngine:getHeight() then
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AI.y = AI.y + AI.speed
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end
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end
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end
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function update_ball()
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ball.x = ball.x + ball.xspeed
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ball.y = ball.y + ball.yspeed
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if utils.check_collision(ball.x, ball.y, ball.size, ball.size, player.position.x, player.position.y, 10, player.height) then
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ball.xspeed = -ball.xspeed * 1.1
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end
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if utils.check_collision(ball.x, ball.y, ball.size, ball.size, GameEngine:getWidth() - 10, AI.y, 10, AI.height) then
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ball.xspeed = -ball.xspeed * 1.1
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end
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if ball.x <= 0 then
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ai_score = ai_score + 1
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ball.x = math.floor(GameEngine:getWidth() / 2 - ball.size / 2)
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ball.y = math.floor(GameEngine:getHeight() / 2 - ball.size / 2)
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next_round = true
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start_timer = 0
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countdown_text = 3
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end
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if ball.x >= GameEngine:getWidth() - ball.size then
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player_score = player_score + 1
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ball.x = math.floor(GameEngine:getWidth() / 2 - ball.size / 2)
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ball.y = math.floor(GameEngine:getHeight() / 2 - ball.size / 2)
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next_round = true
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start_timer = 0
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countdown_text = 3
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end
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if ball.y <= 0 or ball.y >= GameEngine:getHeight() - ball.size then
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ball.yspeed = -ball.yspeed
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end
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end
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function draw_player()
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GameEngine:setColor(Color.new(255,255,255))
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GameEngine:fillRect(0, math.floor(player.position.y), 10, player.height)
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end
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function draw_ai()
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GameEngine:setColor(Color.new(255,255,0))
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GameEngine:fillRect(GameEngine:getWidth() - 10, AI.y, 10, AI.height)
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end
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function draw_ball()
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GameEngine:setColor(ball.color)
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GameEngine:fillOval(ball.x, ball.y, ball.size, ball.size)
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end
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--- the setup function
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--- @return nil
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function setup_window()
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GameEngine:setTitle("BreakOut")
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GameEngine:setWidth(800)
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GameEngine:setHeight(600)
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GameEngine:setFrameRate(60)
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end
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--- the set_keylist function
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--- @return string
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function set_keylist()
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return "WASD"
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end
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--- the start function
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--- @return nil
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function start()
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ball.x = GameEngine:getWidth() / 2 - ball.size / 2
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ball.y = GameEngine:getHeight() / 2 - ball.size / 2
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end
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--- the update function
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--- @param Engine GameEngine # The GameEngine instance.
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--- @return nil
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function update()
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if (start_timer < start_timer_max and next_round) then
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start_timer = start_timer + 1
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if start_timer % 20 == 0 then
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countdown_text = countdown_text - 1
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end
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return
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end
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if(next_round) then
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ball.xspeed = 5
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ball.yspeed = 5
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next_round = false
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end
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update_player(player)
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update_ball()
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update_ai()
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end
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--- the draw function
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--- @return nil
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function draw()
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GameEngine:fillScreen(Color.new(0, 0,0))
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-- draw the score
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GameEngine:setColor(Color.new(255,255,255))
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GameEngine:drawText(tostring(player_score), 10, 10)
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GameEngine:drawText(tostring(ai_score), GameEngine:getWidth() - 20, 10)
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if next_round then
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GameEngine:drawText(tostring(countdown_text), GameEngine:getWidth() / 2,GameEngine:getHeight() / 2 - 30)
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end
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draw_player()
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draw_ball()
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draw_ai()
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end
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236
lua/annotation.lua
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236
lua/annotation.lua
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@@ -0,0 +1,236 @@
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---@meta
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--- This file provides type annotations for Lua scripts interacting with C++ via SOL2.
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--- The Color class exposed from C++
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--- @class Color
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--- @field r number # The red component of the color.
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--- @field g number # The green component of the color.
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--- @field b number # The blue component of the color.
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Color = {}
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--- constructor
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--- @param r number # The red component of the color.
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--- @param g number # The green component of the color.
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--- @param b number # The blue component of the color.
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--- @return Color
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function Color.new(r, g, b) end
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--- The Bitmap class exposed from C++
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--- @class Bitmap
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--- @field filename string # The filename of the bitmap.
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Bitmap = {}
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--- constructor
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--- @param filename string # The filename of the bitmap.
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--- @return Bitmap
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function Bitmap.new(filename) end
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--- Sets the transparency color
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--- @param color Color # The color to set as transparent.
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--- @return nil
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function Bitmap:SetTransparencyColor(color) end
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--- Sets the Opacity
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--- @param opacity number # The opacity to set.
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--- @return nil
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function Bitmap:SetOpacity(opacity) end
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--- Gets if the bitmap exists
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--- @return boolean # True if the bitmap exists, false otherwise.
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function Bitmap:Exists() end
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--- Gets the width of the bitmap
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--- @return number # The width of the bitmap.
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function Bitmap:GetWidth() end
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--- Gets the height of the bitmap
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--- @return number # The height of the bitmap.
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function Bitmap:GetHeight() end
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--- The Textbox class exposed from C++
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--- @class Textbox
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--- @field text string # The text of the textbox.
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Textbox = {}
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--- constructor
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--- @param text string # The text of the textbox.
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--- @return Textbox
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function Textbox.new(text) end
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--- Set the bounds of the textbox
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--- @param x number # The x coordinate of the textbox.
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--- @param y number # The y coordinate of the textbox.
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--- @param width number # The width of the textbox.
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--- @param height number # The height of the textbox.
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--- @return nil
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function Textbox:SetBounds(x, y, width, height) end
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--- Set the text of the textbox
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--- @param text string # The text of the textbox.
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--- @return nil
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function Textbox:SetText(text) end
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--- Sets the background color of the textbox
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--- @param color Color # The color to set as the background.
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--- @return nil
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function Textbox:SetBackgroundColor(color) end
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--- Sets the foreground color of the textbox
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--- @param color Color # The color to set as the foreground.
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--- @return nil
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function Textbox:SetForegroundColor(color) end
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--- Sets the textbox to be enabled
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--- @param enabled boolean # True if the textbox is enabled, false otherwise.
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--- @return nil
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function Textbox:SetEnabled(enabled) end
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--- Shows the textbox
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--- @return nil
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function Textbox:Show() end
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--- Hides the textbox
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--- @return nil
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function Textbox:Hide() end
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--- Gets the text in the textbox
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--- @return string # The text in the textbox.
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function Textbox:GetText() end
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--- The Game engine class exposed from C++
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--- @class Engine
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GameEngine = {}
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--- @type
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GameEngine = GameEngine
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---Sets the title of the window.
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---@param title string # The new title.
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---@return nil
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function GameEngine:setTitle(title) end
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--- Sets the width of the window.
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--- @param width number # The new width.
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--- @return nil
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function GameEngine:setWidth(width) end
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--- Gets the window width.
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--- @return number # The width of the window.
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function GameEngine:getWidth() end
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--- Gets the window height.
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--- @return number # The height of the window.
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function GameEngine:getHeight() end
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--- Sets the height of the window.
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--- @param height number # The new height.
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--- @return nil
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function GameEngine:setHeight(height) end
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--- Sets the frame rate of the window.
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--- @param frameRate number # The new frame rate.
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--- @return nil
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function GameEngine:setFrameRate(frameRate) end
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|
||||
--- Sets the drawing color
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||||
--- @param color Color # The new color.
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--- @return nil
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||||
function GameEngine:setColor(color) end
|
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|
||||
--- Fills the screen
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||||
--- @param color Color # The color to fill the screen with.
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--- @return nil
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function GameEngine:fillScreen(color) end
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||||
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||||
--- message box
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--- @param message string # The message to display.
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--- @return nil
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function GameEngine:messageBox(message) end
|
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||||
|
||||
--- Draw a bitmap
|
||||
--- @param bitmap Bitmap # The bitmap to draw.
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||||
--- @param x number # The x coordinate of the bitmap.
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--- @param y number # The y coordinate of the bitmap.
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||||
function GameEngine:drawBitmap(bitmap, x, y) end
|
||||
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||||
--- Draws a rectangle
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||||
--- @param x number # The x coordinate of the rectangle.
|
||||
--- @param y number # The y coordinate of the rectangle.
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||||
--- @param width number # The width of the rectangle.
|
||||
--- @param height number # The height of the rectangle.
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||||
--- @return nil
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||||
function GameEngine:drawRect(x, y, width, height) end
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||||
|
||||
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||||
--- fills a rectangle
|
||||
--- @param x number # The x coordinate of the rectangle.
|
||||
--- @param y number # The y coordinate of the rectangle.
|
||||
--- @param width number # The width of the rectangle.
|
||||
--- @param height number # The height of the rectangle.
|
||||
--- @return nil
|
||||
function GameEngine:fillRect(x, y, width, height) end
|
||||
|
||||
--- draws an oval
|
||||
--- @param x number # The x coordinate of the oval.
|
||||
--- @param y number # The y coordinate of the oval.
|
||||
--- @param width number # The width of the oval.
|
||||
--- @param height number # The height of the oval.
|
||||
function GameEngine:drawOval(x, y, width, height) end
|
||||
|
||||
--- fills an oval
|
||||
--- @param x number # The x coordinate of the oval.
|
||||
--- @param y number # The y coordinate of the oval.
|
||||
--- @param width number # The width of the oval.
|
||||
--- @param height number # The height of the oval.
|
||||
function GameEngine:fillOval(x, y, width, height) end
|
||||
|
||||
--- draws text
|
||||
--- @param text string # The text to draw.
|
||||
--- @param x number # The x coordinate of the text.
|
||||
--- @param y number # The y coordinate of the text.
|
||||
--- @return nil
|
||||
function GameEngine:drawText(text, x, y,) end
|
||||
|
||||
--- Checks if a key is pressed
|
||||
--- @param key string # The key to check.
|
||||
--- @return boolean # True if the key is pressed, false otherwise.
|
||||
function GameEngine:isKeyDown(key) end
|
||||
|
||||
|
||||
--- Gets the mouse Position X
|
||||
--- @return number # The x coordinate of the mouse.
|
||||
function GameEngine:getMouseX() end
|
||||
|
||||
|
||||
--- Gets the mouse Position Y
|
||||
--- @return number # The y coordinate of the mouse.
|
||||
function GameEngine:getMouseY() end
|
||||
|
||||
--- Get if the left mouse button isKeyDown
|
||||
--- @return boolean # True if the left mouse button is pressed, false otherwise.
|
||||
function GameEngine:isMouseLeftDown() end;
|
||||
|
||||
--- Get if the right mouse button isKeyDown
|
||||
--- @return boolean # True if the right mouse button is pressed, false otherwise.
|
||||
function GameEngine:isMouseRightDown() end;
|
||||
|
||||
--- Preform a Get Request
|
||||
--- @param url string # The url to get.
|
||||
--- @return string # The response from the server.
|
||||
function GameEngine:getRequest(url) end
|
||||
|
||||
--- Preform a Post Request
|
||||
--- @param url string # The url to post.
|
||||
--- @param data string # The data to post.
|
||||
function GameEngine:postRequest(url, data) end
|
||||
|
||||
--- Opens a dialog to enter a string
|
||||
--- @return string # The string entered by the user.
|
||||
function GameEngine:GetString() end
|
||||
68
lua/button.lua
Normal file
68
lua/button.lua
Normal file
@@ -0,0 +1,68 @@
|
||||
local Button = {}
|
||||
Button.__index = Button
|
||||
|
||||
--- Constructor
|
||||
--- @param x number
|
||||
--- @param y number
|
||||
--- @param width number
|
||||
--- @param height number
|
||||
--- @param text string
|
||||
--- @param color Color
|
||||
--- @param callback function | nil
|
||||
--- @return Button
|
||||
function Button.new(x, y, width, height, text, color, callback)
|
||||
local self = setmetatable({}, Button)
|
||||
self.x = x
|
||||
self.y = y
|
||||
self.width = width
|
||||
self.height = height
|
||||
self.text = text
|
||||
self.color = color
|
||||
self.callback = callback or function() end
|
||||
self.clicked = false
|
||||
return self
|
||||
end
|
||||
|
||||
--- Update function
|
||||
--- @param engine Engine
|
||||
function Button:update(engine)
|
||||
local mouseX = engine:getMouseX()
|
||||
local mouseY = engine:getMouseY()
|
||||
local isHovered = mouseX >= self.x and mouseX <= (self.x + self.width) and
|
||||
mouseY >= self.y and mouseY <= (self.y + self.height)
|
||||
|
||||
if isHovered and engine:isMouseLeftDown() then
|
||||
if not self.clicked then
|
||||
self.callback()
|
||||
self.clicked = true
|
||||
end
|
||||
else
|
||||
self.clicked = false
|
||||
end
|
||||
end
|
||||
|
||||
--- Draw function
|
||||
--- @param engine Engine
|
||||
function Button:draw(engine)
|
||||
local mouseX = engine:getMouseX()
|
||||
local mouseY = engine:getMouseY()
|
||||
local isHovered = mouseX >= self.x and mouseX <= (self.x + self.width) and
|
||||
mouseY >= self.y and mouseY <= (self.y + self.height)
|
||||
|
||||
local drawColor = isHovered and Color.new(self.color.r + 50, self.color.g + 50, self.color.b + 50) or self.color
|
||||
|
||||
engine:setColor(drawColor)
|
||||
engine:fillRect(self.x, self.y, self.width, self.height)
|
||||
|
||||
engine:setColor(Color.new(0, 0, 0)) -- Black text
|
||||
|
||||
local charWidth = 8
|
||||
local textWidth = #self.text * charWidth
|
||||
local textX = self.x + (self.width - textWidth) / 2
|
||||
local textY = self.y + (self.height - 8) / 2
|
||||
|
||||
engine:drawText(self.text, textX, textY)
|
||||
|
||||
end
|
||||
|
||||
return Button
|
||||
82
lua/script copy.lua
Normal file
82
lua/script copy.lua
Normal file
@@ -0,0 +1,82 @@
|
||||
-- annotation.lua contains EmmyLua annotations for cpp_function & cpp_variable\
|
||||
|
||||
function create_button(x, y, width, height, text)
|
||||
return {
|
||||
x = x,
|
||||
y = y,
|
||||
width = width,
|
||||
height = height,
|
||||
text = text,
|
||||
hovered = false,
|
||||
was_pressed = false,
|
||||
onpressed = function() end
|
||||
}
|
||||
end
|
||||
|
||||
function draw_button(button)
|
||||
if button.hovered then
|
||||
Engine:setColor(Color.new(0, 255, 0))
|
||||
else
|
||||
Engine:setColor(Color.new(255, 0, 0))
|
||||
end
|
||||
Engine:fillRect(button.x, button.y, button.width, button.height)
|
||||
Engine:setColor(Color.new(0, 0, 0))
|
||||
Engine:drawText(button.text, button.x + 10, button.y + 10)
|
||||
end
|
||||
|
||||
function is_mouse_in_button(button, x, y)
|
||||
return x >= button.x and x <= button.x + button.width and y >= button.y and y <= button.y + button.height
|
||||
end
|
||||
|
||||
testButton = create_button(100, 100, 100, 50, "Test Button")
|
||||
|
||||
function update_button(button)
|
||||
if is_mouse_in_button(button, Engine:getMouseX(), Engine:getMouseY()) then
|
||||
button.hovered = true
|
||||
if Engine:isMouseLeftDown() and not button.was_pressed then
|
||||
button.onpressed()
|
||||
button.was_pressed = true
|
||||
elseif not Engine:isMouseLeftDown() then
|
||||
button.was_pressed = false
|
||||
end
|
||||
else
|
||||
button.hovered = false
|
||||
button.was_pressed = false
|
||||
end
|
||||
end
|
||||
|
||||
--- the setup function
|
||||
--- @return nil
|
||||
function setup_window()
|
||||
Engine:setTitle("Hello World new")
|
||||
Engine:setWidth(800)
|
||||
Engine:setHeight(600)
|
||||
Engine:setFrameRate(60)
|
||||
|
||||
testButton.onpressed = function()
|
||||
Engine:messageBox("Button Pressed")
|
||||
end
|
||||
end
|
||||
|
||||
--- the set_keylist function
|
||||
--- @return string
|
||||
function set_keylist()
|
||||
return "WASD"
|
||||
end
|
||||
|
||||
--- the update function
|
||||
--- @param Engine GameEngine # The GameEngine instance.
|
||||
--- @return nil
|
||||
function update()
|
||||
update_button( testButton)
|
||||
end
|
||||
|
||||
|
||||
--- the draw function
|
||||
--- @return nil
|
||||
function draw()
|
||||
Engine:setColor(Color.new(0, 0, 0))
|
||||
Engine:fillScreen(Color.new(255, 255, 255))
|
||||
|
||||
draw_button(testButton)
|
||||
end
|
||||
501
lua/script.lua
Normal file
501
lua/script.lua
Normal file
@@ -0,0 +1,501 @@
|
||||
-- Tetris Game using GameEngine
|
||||
|
||||
local vector2 = require("vector2")
|
||||
local button = require("button")
|
||||
|
||||
-- Constants
|
||||
local GRID_WIDTH = 10
|
||||
local GRID_HEIGHT = 19
|
||||
local BLOCK_SIZE = 30
|
||||
local FALL_SPEED = 0.5
|
||||
|
||||
local screenWidth = 800
|
||||
local screenHeight = 600
|
||||
|
||||
-- Tetromino shapes and colors
|
||||
local tetrominoes = {
|
||||
{ shape = {{1, 1, 1, 1}}, color = Color.new(0, 255, 255) }, -- I
|
||||
{ shape = {{1, 1}, {1, 1}}, color = Color.new(255, 255, 0) }, -- O
|
||||
{ shape = {{0, 1, 0}, {1, 1, 1}}, color = Color.new(128, 0, 128) }, -- T
|
||||
{ shape = {{1, 1, 0}, {0, 1, 1}}, color = Color.new(0, 255, 0) }, -- S
|
||||
{ shape = {{0, 1, 1}, {1, 1, 0}}, color = Color.new(255, 0, 0) }, -- Z
|
||||
{ shape = {{1, 1, 1}, {1, 0, 0}}, color = Color.new(255, 165, 0) }, -- L
|
||||
{ shape = {{1, 1, 1}, {0, 0, 1}}, color = Color.new(0, 0, 255) } -- J
|
||||
}
|
||||
|
||||
-- Game State
|
||||
local grid = {}
|
||||
local currentPiece = {}
|
||||
local pieceX, pieceY = 4, 0
|
||||
local fallTimer = 0
|
||||
local lastKeyState = { Left = false, Right = false, Down = false, Rotate = false, Space = true }
|
||||
|
||||
-- enum of gameState, Main Menu, Playing, Submitting Name, Game Over
|
||||
|
||||
local MAIN_MENU = 0
|
||||
local PLAYING = 1
|
||||
local GAME_OVER = 2
|
||||
local SUBMITTING_NAME = 3
|
||||
|
||||
local gameState = MAIN_MENU
|
||||
|
||||
local titleScreenBitmap
|
||||
|
||||
|
||||
local nameTextBox
|
||||
local score = 0
|
||||
|
||||
-- list of bitmap frames that should be animated
|
||||
local leaderboardFrames = {}
|
||||
|
||||
local leaderboardFrameTimer = 0
|
||||
local leaderboardFrameIndex = 1
|
||||
local leaderboardFreamSpeed = 1
|
||||
|
||||
|
||||
local yesButton = button.new(300, 400, 100, 50, "Yes", Color.new(0, 255, 0), function()
|
||||
print("Sending Post")
|
||||
local playerName = nameTextBox:GetText()
|
||||
|
||||
if playerName == "" then playerName = "Anonymous" end
|
||||
|
||||
local data = "{ \"player\": \"" .. playerName .. "\", \"score\": " .. score .. " }"
|
||||
local response = GameEngine:postRequest("https://api.brammie15.dev/leaderboard/tetris", data)
|
||||
if(response == "Error: Request timed out") then
|
||||
netError = true
|
||||
end
|
||||
print(response)
|
||||
gameState = GAME_OVER
|
||||
end)
|
||||
local noButton = button.new(300, 500, 100, 50, "No", Color.new(255, 0, 0), function() gameState = GAME_OVER end)
|
||||
|
||||
|
||||
local hasGottenLeaderBoard = false
|
||||
local leaderboard = {}
|
||||
|
||||
local netError = false
|
||||
|
||||
local nextPiece = {}
|
||||
|
||||
local pieceBag = {}
|
||||
|
||||
|
||||
--- region BagStuff
|
||||
local function shuffleBag()
|
||||
pieceBag = {}
|
||||
local indices = {1, 2, 3, 4, 5, 6, 7}
|
||||
for i = #indices, 2, -1 do
|
||||
local j = math.random(i)
|
||||
indices[i], indices[j] = indices[j], indices[i]
|
||||
end
|
||||
for _, index in ipairs(indices) do
|
||||
table.insert(pieceBag, tetrominoes[index])
|
||||
end
|
||||
end
|
||||
|
||||
local function getNextPiece()
|
||||
if #pieceBag == 0 then
|
||||
shuffleBag()
|
||||
end
|
||||
local pieceData = table.remove(pieceBag, 1)
|
||||
return { shape = pieceData.shape, color = pieceData.color }
|
||||
end
|
||||
|
||||
local function getRandomPiece()
|
||||
local pieceData = tetrominoes[math.random(#tetrominoes)]
|
||||
return { shape = pieceData.shape, color = pieceData.color }
|
||||
end
|
||||
|
||||
--- endregion
|
||||
|
||||
local function checkCollision(px, py, piece)
|
||||
for y = 1, #piece.shape do
|
||||
for x = 1, #piece.shape[y] do
|
||||
if piece.shape[y][x] == 1 then
|
||||
if px + x < 1 or px + x > GRID_WIDTH or py + y > GRID_HEIGHT or (grid[py + y] and grid[py + y][px + x].value ~= 0) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
local function newPiece()
|
||||
currentPiece = nextPiece or getNextPiece()
|
||||
nextPiece = getNextPiece()
|
||||
pieceX, pieceY = 4, 0
|
||||
|
||||
if checkCollision(pieceX, pieceY, currentPiece) then
|
||||
gameState = SUBMITTING_NAME
|
||||
end
|
||||
end
|
||||
|
||||
--- region GhostPieces
|
||||
local function getGhostPieceY()
|
||||
local ghostY = pieceY
|
||||
while not checkCollision(pieceX, ghostY + 1, currentPiece) do
|
||||
ghostY = ghostY + 1
|
||||
end
|
||||
return ghostY
|
||||
end
|
||||
|
||||
local function drawGhostPiece()
|
||||
local ghostY = getGhostPieceY()
|
||||
GameEngine:setColor(Color.new(200, 200, 200)) -- Semi-transparent gray
|
||||
|
||||
for y = 1, #currentPiece.shape do
|
||||
for x = 1, #currentPiece.shape[y] do
|
||||
if currentPiece.shape[y][x] == 1 then
|
||||
GameEngine:fillRect((pieceX + x) * BLOCK_SIZE, (ghostY + y) * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- endregion
|
||||
|
||||
local function drawNextPiece()
|
||||
GameEngine:setColor(Color.new(255, 255, 255))
|
||||
GameEngine:drawText("Next:", 650, 100)
|
||||
|
||||
if nextPiece then
|
||||
for y = 1, #nextPiece.shape do
|
||||
for x = 1, #nextPiece.shape[y] do
|
||||
if nextPiece.shape[y][x] == 1 then
|
||||
GameEngine:setColor(nextPiece.color)
|
||||
GameEngine:fillRect(650 + x * BLOCK_SIZE, 120 + y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function clearLines()
|
||||
local linesCleared = 0
|
||||
for y = GRID_HEIGHT, 1, -1 do
|
||||
local full = true
|
||||
for x = 1, GRID_WIDTH do
|
||||
if grid[y][x].value == 0 then
|
||||
full = false
|
||||
break
|
||||
end
|
||||
end
|
||||
if full then
|
||||
table.remove(grid, y)
|
||||
table.insert(grid, 1, {})
|
||||
for x = 1, GRID_WIDTH do
|
||||
grid[1][x] = { value = 0, color = Color.new(255, 255, 255) }
|
||||
end
|
||||
linesCleared = linesCleared + 1
|
||||
end
|
||||
end
|
||||
|
||||
-- Score calculation based on cleared lines
|
||||
local scoreTable = { 100, 300, 500, 800 }
|
||||
if linesCleared > 0 then
|
||||
score = score + scoreTable[linesCleared] or 0
|
||||
end
|
||||
end
|
||||
|
||||
local function freezePiece()
|
||||
for y = 1, #currentPiece.shape do
|
||||
for x = 1, #currentPiece.shape[y] do
|
||||
if currentPiece.shape[y][x] == 1 then
|
||||
grid[pieceY + y][pieceX + x] = { value = 1, color = currentPiece.color }
|
||||
end
|
||||
end
|
||||
end
|
||||
clearLines()
|
||||
newPiece()
|
||||
end
|
||||
|
||||
local function rotatePiece()
|
||||
local newShape = {}
|
||||
for x = 1, #currentPiece.shape[1] do
|
||||
newShape[x] = {}
|
||||
for y = 1, #currentPiece.shape do
|
||||
newShape[x][#currentPiece.shape - y + 1] = currentPiece.shape[y][x]
|
||||
end
|
||||
end
|
||||
if not checkCollision(pieceX, pieceY, { shape = newShape }) then
|
||||
currentPiece.shape = newShape
|
||||
end
|
||||
end
|
||||
|
||||
local function drawGrid()
|
||||
for y = 1, GRID_HEIGHT do
|
||||
for x = 1, GRID_WIDTH do
|
||||
if grid[y][x].value ~= 0 then
|
||||
GameEngine:setColor(grid[y][x].color)
|
||||
GameEngine:fillRect(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE)
|
||||
end
|
||||
GameEngine:setColor(Color.new(50, 50, 50))
|
||||
GameEngine:drawRect(x * BLOCK_SIZE, y * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE)
|
||||
end
|
||||
end
|
||||
GameEngine:setColor(Color.new(255, 255, 255))
|
||||
GameEngine:drawRect(BLOCK_SIZE, BLOCK_SIZE, GRID_WIDTH * BLOCK_SIZE, GRID_HEIGHT * BLOCK_SIZE)
|
||||
end
|
||||
|
||||
local function drawPiece()
|
||||
GameEngine:setColor(currentPiece.color)
|
||||
for y = 1, #currentPiece.shape do
|
||||
for x = 1, #currentPiece.shape[y] do
|
||||
if currentPiece.shape[y][x] == 1 then
|
||||
GameEngine:fillRect((pieceX + x) * BLOCK_SIZE, (pieceY + y) * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function setup_window()
|
||||
GameEngine:setTitle("Tetris")
|
||||
GameEngine:setWidth(screenWidth)
|
||||
GameEngine:setHeight(screenHeight)
|
||||
GameEngine:setFrameRate(60)
|
||||
end
|
||||
|
||||
--- the set_keylist function
|
||||
--- @return string
|
||||
function set_keylist()
|
||||
return "WASD "
|
||||
end
|
||||
|
||||
function start()
|
||||
-- Initialize grid
|
||||
for y = 1, GRID_HEIGHT do
|
||||
grid[y] = {}
|
||||
for x = 1, GRID_WIDTH do
|
||||
grid[y][x] = { value = 0, color = Color.new(255, 255, 255) }
|
||||
end
|
||||
end
|
||||
|
||||
nextPiece = getRandomPiece()
|
||||
newPiece()
|
||||
|
||||
nameTextBox = Textbox.new("")
|
||||
nameTextBox:SetBounds(250, 200, 200, 25)
|
||||
nameTextBox:Hide()
|
||||
|
||||
titleScreenBitmap = Bitmap.new("resources/tetrisLogo.bmp", true)
|
||||
|
||||
|
||||
-- load frame0 - 4
|
||||
for i = 0, 4 do
|
||||
print("loading frame" .. i)
|
||||
local bmp = Bitmap.new("resources/leaderboard/frame" .. i .. ".bmp", true)
|
||||
bmp:SetTransparencyColor(Color.new(255, 0, 255))
|
||||
table.insert(leaderboardFrames, bmp)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function update()
|
||||
-- print(GameEngine:getMouseX(), GameEngine:getMouseY())
|
||||
if gameState == PLAYING then
|
||||
|
||||
fallTimer = fallTimer + 1 / 60
|
||||
if fallTimer >= FALL_SPEED then
|
||||
if not checkCollision(pieceX, pieceY + 1, currentPiece) then
|
||||
pieceY = pieceY + 1
|
||||
else
|
||||
freezePiece()
|
||||
end
|
||||
fallTimer = 0
|
||||
end
|
||||
|
||||
|
||||
local leftPressed = GameEngine:isKeyDown("A")
|
||||
local rightPressed = GameEngine:isKeyDown("D")
|
||||
local downPressed = GameEngine:isKeyDown("S")
|
||||
local rotatePressed = GameEngine:isKeyDown("W")
|
||||
local spacePressed = GameEngine:isKeyDown(" ")
|
||||
|
||||
if leftPressed and not lastKeyState.Left and not checkCollision(pieceX - 1, pieceY, currentPiece) then
|
||||
pieceX = pieceX - 1
|
||||
end
|
||||
if rightPressed and not lastKeyState.Right and not checkCollision(pieceX + 1, pieceY, currentPiece) then
|
||||
pieceX = pieceX + 1
|
||||
end
|
||||
if downPressed and not lastKeyState.Down and not checkCollision(pieceX, pieceY + 1, currentPiece) then
|
||||
pieceY = pieceY + 1
|
||||
end
|
||||
|
||||
if spacePressed and not lastKeyState.Space then
|
||||
while not checkCollision(pieceX, pieceY + 1, currentPiece) do
|
||||
pieceY = pieceY + 1
|
||||
end
|
||||
freezePiece()
|
||||
end
|
||||
|
||||
|
||||
if rotatePressed and not lastKeyState.Rotate then
|
||||
rotatePiece()
|
||||
end
|
||||
|
||||
|
||||
lastKeyState.Left = leftPressed
|
||||
lastKeyState.Right = rightPressed
|
||||
lastKeyState.Down = downPressed
|
||||
lastKeyState.Rotate = rotatePressed
|
||||
lastKeyState.Space = spacePressed
|
||||
end
|
||||
|
||||
if gameState == GAME_OVER then
|
||||
|
||||
--Update leaderboard gif
|
||||
leaderboardFrameTimer = leaderboardFrameTimer + 1 / 60
|
||||
if leaderboardFrameTimer >= leaderboardFreamSpeed then
|
||||
leaderboardFrameIndex = leaderboardFrameIndex + 1
|
||||
if leaderboardFrameIndex > #leaderboardFrames then
|
||||
leaderboardFrameIndex = 1
|
||||
end
|
||||
leaderboardFrameTimer = 0
|
||||
end
|
||||
|
||||
if GameEngine:isKeyDown("R") then
|
||||
gameState = PLAYING
|
||||
score = 0
|
||||
netError = false
|
||||
hasGottenLeaderBoard = false
|
||||
leaderboard = {}
|
||||
nameTextBox:SetText("")
|
||||
grid = {}
|
||||
for y = 1, GRID_HEIGHT do
|
||||
grid[y] = {}
|
||||
for x = 1, GRID_WIDTH do
|
||||
grid[y][x] = { value = 0, color = Color.new(255, 255, 255) }
|
||||
end
|
||||
end
|
||||
newPiece()
|
||||
end
|
||||
end
|
||||
|
||||
if gameState == SUBMITTING_NAME then
|
||||
yesButton:update(GameEngine)
|
||||
noButton:update(GameEngine)
|
||||
end
|
||||
|
||||
if gameState == MAIN_MENU then
|
||||
if GameEngine:isKeyDown(" ") then
|
||||
gameState = PLAYING
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function drawScoreBoard()
|
||||
GameEngine:fillScreen(Color.new(0, 0, 0))
|
||||
if not hasGottenLeaderBoard then
|
||||
|
||||
local response = GameEngine:getRequest("https://api.brammie15.dev/leaderboard/tetris")
|
||||
if response == "Error: Request timed out" then
|
||||
netError = true
|
||||
end
|
||||
|
||||
print(response)
|
||||
|
||||
-- format is
|
||||
-- NAME SCORE
|
||||
|
||||
if not netError then
|
||||
for line in response:gmatch("[^\r\n]+") do
|
||||
local name, score = line:match("([^%s]+)%s+(%d+)")
|
||||
table.insert(leaderboard, { name = name, score = score })
|
||||
end
|
||||
table.sort(leaderboard, function(a, b) return a.score > b.score end)
|
||||
end
|
||||
hasGottenLeaderBoard = true
|
||||
end
|
||||
|
||||
|
||||
|
||||
GameEngine:setColor(Color.new(255, 0, 0))
|
||||
GameEngine:drawText("Score: " .. score, 350, 250)
|
||||
|
||||
if hasGottenLeaderBoard then
|
||||
local NamesX = 600
|
||||
local ScoresX = 700
|
||||
local Y = 100
|
||||
|
||||
GameEngine:setColor(Color.new(255, 255, 0))
|
||||
-- GameEngine:drawText("Leaderboard", 600, 60)
|
||||
GameEngine:drawBitmap(leaderboardFrames[leaderboardFrameIndex], 450, 60)
|
||||
|
||||
if netError then
|
||||
GameEngine:setColor(Color.new(255, 0, 0))
|
||||
GameEngine:drawText("Error: Request timed out", 600, 100)
|
||||
GameEngine:drawText("Or server down", 600, 120)
|
||||
GameEngine:drawText("Not gonna check :p", 600, 140)
|
||||
return
|
||||
end
|
||||
|
||||
for i = 1, math.min(#leaderboard, 20) do
|
||||
GameEngine:setColor(Color.new(255, 255, 255))
|
||||
GameEngine:drawText(leaderboard[i].name, NamesX, Y)
|
||||
GameEngine:drawText(leaderboard[i].score, ScoresX, Y)
|
||||
Y = Y + 20
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function drawGame()
|
||||
GameEngine:fillScreen(Color.new(0, 0, 0))
|
||||
drawGrid()
|
||||
drawGhostPiece()
|
||||
drawPiece()
|
||||
drawNextPiece() -- Draw the next piece preview
|
||||
GameEngine:setColor(Color.new(255, 255, 255))
|
||||
GameEngine:drawText("Score: " .. score, 650, 50)
|
||||
end
|
||||
|
||||
function drawGameOver()
|
||||
nameTextBox:Hide()
|
||||
GameEngine:setColor(Color.new(255, 0, 0))
|
||||
GameEngine:fillScreen(Color.new(0, 0, 0))
|
||||
GameEngine:drawText("Game Over", 350, 300)
|
||||
GameEngine:drawText("Press R to restart", 350, 350)
|
||||
|
||||
drawScoreBoard()
|
||||
end
|
||||
|
||||
function drawSubmitName()
|
||||
GameEngine:fillScreen(Color.new(0, 0, 0))
|
||||
GameEngine:setColor(Color.new(255, 255, 255))
|
||||
GameEngine:drawText("Name:", 200, 200)
|
||||
local charwidth = 8
|
||||
local submitText = "Would you like to submit to the leaderboard"
|
||||
local submitTextWidth = #submitText * charwidth
|
||||
GameEngine:drawText(submitText, 400 - submitTextWidth / 2, 50)
|
||||
nameTextBox:Show()
|
||||
yesButton:draw(GameEngine)
|
||||
noButton:draw(GameEngine)
|
||||
|
||||
end
|
||||
|
||||
function drawMainMenu()
|
||||
GameEngine:drawBitmap(titleScreenBitmap, 0, 0)
|
||||
|
||||
--Press space to start
|
||||
GameEngine:setColor(Color.new(255, 255, 255))
|
||||
GameEngine:drawText("Press Space to Start", 350, 500)
|
||||
end
|
||||
|
||||
function draw()
|
||||
|
||||
if gameState == PLAYING then
|
||||
drawGame()
|
||||
end
|
||||
|
||||
if gameState == GAME_OVER then
|
||||
drawGameOver()
|
||||
end
|
||||
|
||||
if gameState == SUBMITTING_NAME then
|
||||
drawSubmitName()
|
||||
end
|
||||
|
||||
if gameState == MAIN_MENU then
|
||||
drawMainMenu()
|
||||
end
|
||||
end
|
||||
131
lua/script_old.lua
Normal file
131
lua/script_old.lua
Normal file
@@ -0,0 +1,131 @@
|
||||
-- annotation.lua contains EmmyLua annotations for cpp_function & cpp_variable\
|
||||
|
||||
-- ball player
|
||||
|
||||
player = {
|
||||
x = 0,
|
||||
y = 0,
|
||||
size = 20
|
||||
}
|
||||
|
||||
|
||||
avoid_cubes = {}
|
||||
|
||||
timer = 0
|
||||
max_timer = 10
|
||||
|
||||
function create_cube(x, y, size, timer_to_explode, exploded, death_timer)
|
||||
return {
|
||||
x = x,
|
||||
y = y,
|
||||
size = size,
|
||||
timer_to_explode = timer_to_explode,
|
||||
death_timer = death_timer,
|
||||
exploded = exploded
|
||||
}
|
||||
end
|
||||
|
||||
function create_random_cube()
|
||||
local x = math.random(0, 800)
|
||||
local y = math.random(0, 600)
|
||||
local size = math.random(10, 50)
|
||||
local timer_to_explode = math.random(50, 200)
|
||||
local exploded = false
|
||||
local death_timer = math.random(50, 200)
|
||||
return create_cube(x, y, size, timer_to_explode, exploded, death_timer)
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param Engine GameEngine
|
||||
--- @param cube table
|
||||
function draw_cube(Engine, cube)
|
||||
if cube.exploded then
|
||||
Engine:setColor(Color.new(255, 0, 0))
|
||||
Engine:fillRect(cube.x, cube.y, cube.size, cube.size)
|
||||
else
|
||||
Engine:setColor(Color.new(0, 255, 0))
|
||||
Engine:drawRect(cube.x, cube.y, cube.size, cube.size)
|
||||
end
|
||||
end
|
||||
|
||||
function update_cubes()
|
||||
for i, cube in ipairs(avoid_cubes) do
|
||||
cube.timer_to_explode = cube.timer_to_explode - 1
|
||||
if cube.timer_to_explode < 0 then
|
||||
cube.exploded = true
|
||||
end
|
||||
|
||||
if cube.exploded then
|
||||
cube.death_timer = cube.death_timer - 1
|
||||
if cube.death_timer < 0 then
|
||||
table.remove(avoid_cubes, i)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function draw_player(Engine)
|
||||
Engine:setColor(Color.new(255, 0, 0))
|
||||
Engine:fillRect(player.x, player.y, player.size, player.size)
|
||||
end
|
||||
|
||||
--- the setup function
|
||||
--- @param Engine GameEngine # The GameEngine instance.
|
||||
--- @return nil
|
||||
function setup_window(Engine)
|
||||
Engine:setTitle("Hello World new")
|
||||
Engine:setWidth(800)
|
||||
Engine:setHeight(600)
|
||||
Engine:setFrameRate(60)
|
||||
end
|
||||
|
||||
--- the set_keylist function
|
||||
--- @return string
|
||||
function set_keylist()
|
||||
return "WASD"
|
||||
end
|
||||
|
||||
--- the update function
|
||||
--- @param Engine GameEngine # The GameEngine instance.
|
||||
--- @return nil
|
||||
function update(Engine)
|
||||
if Engine:isKeyDown("W") then
|
||||
player.y = player.y - 5
|
||||
end
|
||||
|
||||
if Engine:isKeyDown("A") then
|
||||
player.x = player.x - 5
|
||||
end
|
||||
|
||||
if Engine:isKeyDown("S") then
|
||||
player.y = player.y + 5
|
||||
end
|
||||
|
||||
if Engine:isKeyDown("D") then
|
||||
player.x = player.x + 5
|
||||
end
|
||||
|
||||
timer = timer + 1
|
||||
if timer > max_timer then
|
||||
table.insert(avoid_cubes, create_random_cube())
|
||||
timer = 0
|
||||
end
|
||||
|
||||
update_cubes()
|
||||
|
||||
player.x = Engine:getMouseX()
|
||||
player.y = Engine:getMouseY()
|
||||
end
|
||||
|
||||
|
||||
--- the draw function
|
||||
--- @param Engine GameEngine # The GameEngine instance.
|
||||
--- @return nil
|
||||
function draw(Engine)
|
||||
Engine:fillScreen(Color.new(0, 0, 0))
|
||||
draw_player(Engine)
|
||||
for i, cube in ipairs(avoid_cubes) do
|
||||
draw_cube(Engine, cube)
|
||||
end
|
||||
end
|
||||
21
lua/utils.lua
Normal file
21
lua/utils.lua
Normal file
@@ -0,0 +1,21 @@
|
||||
|
||||
utils = {}
|
||||
|
||||
|
||||
--- @param x1 number
|
||||
--- @param x2 number
|
||||
--- @param w1 number
|
||||
--- @param h1 number
|
||||
--- @param y1 number
|
||||
--- @param y2 number
|
||||
--- @param w2 number
|
||||
--- @param h2 number
|
||||
--- @return boolean
|
||||
function utils.check_collision(x1, y1, w1, h1, x2, y2, w2, h2)
|
||||
return x1 < x2 + w2 and
|
||||
x2 < x1 + w1 and
|
||||
y1 < y2 + h2 and
|
||||
y2 < y1 + h1
|
||||
end
|
||||
|
||||
return utils
|
||||
68
lua/vector2.lua
Normal file
68
lua/vector2.lua
Normal file
@@ -0,0 +1,68 @@
|
||||
-- Define 'Vector2' class with shared methods and metamethods
|
||||
--- @class Vector2
|
||||
--- @field x number
|
||||
--- @field y number
|
||||
local Vector2 = {} -- Declare Vector2 as a local table first
|
||||
|
||||
|
||||
|
||||
--- Calculate the dot product of two vectors
|
||||
--- @param v0 Vector2
|
||||
--- @param v1 Vector2
|
||||
--- @return number
|
||||
Vector2.dot = function(v0, v1)
|
||||
return v0.x * v1.x + v0.y * v1.y
|
||||
end
|
||||
|
||||
--- Calculate the add of two vectors
|
||||
--- @param v0 Vector2
|
||||
--- @param v1 Vector2
|
||||
--- @return Vector2
|
||||
Vector2.__add = function(v0, v1)
|
||||
return Vector2.new(v0.x + v1.x, v0.y + v1.y)
|
||||
end
|
||||
|
||||
|
||||
--- Calculate the sub of two vectors
|
||||
--- @param v0 Vector2
|
||||
--- @param v1 Vector2
|
||||
--- @return Vector2
|
||||
Vector2.__sub = function(v0, v1)
|
||||
return Vector2.new(v0.x - v1.x, v0.y - v1.y)
|
||||
end
|
||||
|
||||
--- Calcuate the length of a vector2
|
||||
--- @param v Vector2
|
||||
--- @return number
|
||||
Vector2.__len = function(v)
|
||||
return math.sqrt(v.x * v.x + v.y * v.y)
|
||||
end
|
||||
|
||||
|
||||
--- Vector2 to string
|
||||
--- @param v Vector2
|
||||
--- @return string
|
||||
Vector2.__tostring = function(v)
|
||||
return string.format("Vector2(%g, %g)", v.x, v.y)
|
||||
end
|
||||
|
||||
Vector2.add = function(self, other_vec)
|
||||
self.x = self.x + other_vec.x
|
||||
self.y = self.y + other_vec.y
|
||||
return self
|
||||
end
|
||||
|
||||
Vector2.__index = Vector2 -- Enable shared methods via __index
|
||||
|
||||
--- Constructor
|
||||
--- @param x number
|
||||
--- @param y number
|
||||
--- @return Vector2
|
||||
function Vector2.new(x, y)
|
||||
return setmetatable(
|
||||
{x = x or 0, y = y or 0}, -- Initialize x and y with defaults
|
||||
Vector2 -- Assign metatable
|
||||
)
|
||||
end
|
||||
|
||||
return Vector2 -- Return the Vector2 table
|
||||
Reference in New Issue
Block a user