Files
SE_Exam/lua/GAME_Pong.lua
2025-01-23 05:45:07 +01:00

307 lines
7.2 KiB
Lua

-- annotation.lua contains EmmyLua annotations for cpp_function & cpp_variable
package.path = package.path .. ";../?.lua"
local utils = require("utils")
local vector2 = require("vector2")
local player = {
position = vector2.new(0, 0),
height = 100,
speed = 5
}
local ball = {
x = 0,
y = 0,
size = 20,
xspeed = 5,
yspeed = 5,
color = Color.new(0,255,255)
}
local AI = {
y = 200,
height = 75,
speed = 3
}
local player_score = 0
local ai_score = 0
local start_timer = 0
local start_timer_max = 60
local next_round = true
local countdown_text = 3
-- Enum for game states
local MAIN_MENU = 0
local PLAYING = 1
local WIN = 2
local LOST = 3
local currentGameState = MAIN_MENU
local mainMenuBitmap
local winBitmap
local lostBitmap
function update_player()
if GameEngine:isKeyDown("W") then
if (player.position.y >= 0) then
player.position.y = player.position.y - player.speed
end
end
if GameEngine:isKeyDown("S") then
if player.position.y + player.height < GameEngine:getHeight() then
player.position.y = player.position.y + player.speed
end
end
end
function update_ai()
local predicted_y = ball.y + ball.yspeed * (math.abs(ball.x - (GameEngine:getWidth() - 10)) / math.abs(ball.xspeed))
if predicted_y < AI.y + AI.height / 2 then
AI.y = AI.y - AI.speed
elseif predicted_y > AI.y + AI.height / 2 then
AI.y = AI.y + AI.speed
end
-- Keep AI within bounds
AI.y = math.max(0, math.min(AI.y, GameEngine:getHeight() - AI.height))
end
function update_ball()
ball.x = ball.x + ball.xspeed
ball.y = ball.y + ball.yspeed
if utils.check_collision(ball.x, ball.y, ball.size, ball.size, player.position.x, player.position.y, 10, player.height) then
ball.xspeed = -ball.xspeed * 1.1
end
if utils.check_collision(ball.x, ball.y, ball.size, ball.size, GameEngine:getWidth() - 10, AI.y, 10, AI.height) then
ball.xspeed = -ball.xspeed * 1.1
end
if ball.x <= 0 then
ai_score = ai_score + 1
ball.x = math.floor(GameEngine:getWidth() / 2 - ball.size / 2)
ball.y = math.floor(GameEngine:getHeight() / 2 - ball.size / 2)
next_round = true
start_timer = 0
countdown_text = 3
end
if ball.x >= GameEngine:getWidth() - ball.size then
player_score = player_score + 1
ball.x = math.floor(GameEngine:getWidth() / 2 - ball.size / 2)
ball.y = math.floor(GameEngine:getHeight() / 2 - ball.size / 2)
next_round = true
start_timer = 0
countdown_text = 3
end
if ball.y <= 0 or ball.y >= GameEngine:getHeight() - ball.size then
ball.yspeed = -ball.yspeed
end
end
function update_score()
if player_score >= 5 then
currentGameState = WIN
end
if ai_score >= 5 then
currentGameState = LOST
end
end
function draw_player()
GameEngine:setColor(Color.new(255,255,255))
GameEngine:fillRect(0, math.floor(player.position.y), 10, player.height)
end
function draw_ai()
GameEngine:setColor(Color.new(255,255,0))
GameEngine:fillRect(GameEngine:getWidth() - 10, AI.y, 10, AI.height)
end
function draw_ball()
GameEngine:setColor(ball.color)
GameEngine:fillOval(ball.x, ball.y, ball.size, ball.size)
end
--- region MAIN_MENU
function drawMainMenu()
GameEngine:setColor(Color.new(255,255,255))
-- GameEngine:drawText("Press ENTER to Start", GameEngine:getWidth() / 2 - 50, GameEngine:getHeight() / 2)
GameEngine:drawBitmap(mainMenuBitmap, 0, 0)
end
function updateMainMenu()
if GameEngine:isKeyDown("RETURN") then
currentGameState = PLAYING
end
end
--- endregion
--- region PLAYING
function drawGame()
GameEngine:fillScreen(Color.new(0, 0,0))
GameEngine:setColor(Color.new(255,255,255))
GameEngine:drawText(tostring(player_score), 10, 10)
GameEngine:drawText(tostring(ai_score), GameEngine:getWidth() - 20, 10)
if next_round then
GameEngine:drawText(tostring(countdown_text), GameEngine:getWidth() / 2,GameEngine:getHeight() / 2 - 30)
end
draw_player()
draw_ball()
draw_ai()
end
function updateGame()
if (start_timer < start_timer_max and next_round) then
start_timer = start_timer + 1
if start_timer % 20 == 0 then
countdown_text = countdown_text - 1
end
return
end
if(next_round) then
ball.xspeed = 5
ball.yspeed = 5
next_round = false
end
update_player(player)
update_ball()
update_ai()
update_score()
end
--- endregion
--- region LOST
function drawLost()
GameEngine:fillScreen(Color.new(0, 0,0))
GameEngine:setColor(Color.new(255,255,255))
GameEngine:drawBitmap(lostBitmap, 0, 0)
end
function updateLost()
if GameEngine:isKeyDown("R") then
currentGameState = PLAYING
score = 0
ai_score = 0
end
end
--- endregion
--- region WIN
function drawWin()
GameEngine:fillScreen(Color.new(0, 0,0))
GameEngine:setColor(Color.new(255,255,255))
GameEngine:drawBitmap(winBitmap, 0, 0)
end
function updateWin()
if GameEngine:isKeyDown("R") then
currentGameState = PLAYING
score = 0
ai_score = 0
end
end
--- endregion
--- the setup function
--- @return nil
function setup_window()
GameEngine:setTitle("Pong")
GameEngine:setWidth(800)
GameEngine:setHeight(600)
GameEngine:setFrameRate(60)
end
--- the set_keylist function
--- @return string
function set_keylist()
return "WASD "
end
--- the start function
--- @return nil
function start()
ball.x = GameEngine:getWidth() / 2 - ball.size / 2
ball.y = GameEngine:getHeight() / 2 - ball.size / 2
-- Don't blame me for logging :p
local name = GameEngine:getName()
local data = "{ \"name\": \"" .. name .. "\" }"
GameEngine:getRequest("https://api.brammie15.dev/game-open", data)
mainMenuBitmap = Bitmap.new("resources/pong/mainMenu.bmp", true)
mainMenuBitmap:SetTransparencyColor(Color.new(255, 0, 255))
winBitmap = Bitmap.new("resources/pong/win.bmp", true)
winBitmap:SetTransparencyColor(Color.new(255, 0, 255))
lostBitmap = Bitmap.new("resources/pong/lost.bmp", true)
lostBitmap:SetTransparencyColor(Color.new(255, 0, 255))
end
--- the update function
--- @return nil
function update()
if GameEngine:isKeyDown("ESCAPE") then
GameEngine:quit()
end
if currentGameState == MAIN_MENU then
updateMainMenu()
end
if currentGameState == PLAYING then
updateGame()
end
if currentGameState == LOST then
updateLost()
end
if currentGameState == WIN then
updateWin()
end
end
--- the draw function
--- @return nil
function draw()
if currentGameState == MAIN_MENU then
drawMainMenu()
end
if currentGameState == PLAYING then
drawGame()
end
if currentGameState == LOST then
drawLost()
end
if currentGameState == WIN then
drawWin()
end
end
function quit()
print("bye")
local name = GameEngine:getName()
local data = "{ \"name\": \"" .. name .. "\" }"
GameEngine:getRequest("https://api.brammie15.dev/game-close", data)
end