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- unit fPong;
- interface
- uses
- System.Classes,
- System.UITypes,
- System.SysUtils,
- System.Math,
- Vcl.Forms,
- Vcl.ExtCtrls,
- Vcl.Controls,
- Vcl.Dialogs,
-
- GLS.Scene,
- GLS.VectorTypes,
- GLS.Objects,
- GLS.Texture,
- GLS.VectorGeometry,
- GLS.Cadencer,
- GLS.SceneViewer,
- GLS.SpaceText,
- GLS.ShadowPlane,
- GLS.ShadowVolume,
-
- GLS.Material,
- GLS.Coordinates,
- GLS.BaseClasses;
- type
- TFormPong = class(TForm)
- GLScene1: TGLScene;
- GLSceneViewer1: TGLSceneViewer;
- GLCamera1: TGLCamera;
- Plane1: TGLPlane;
- Cube1: TGLCube;
- Cube2: TGLCube;
- Cube3: TGLCube;
- Ball: TGLSphere;
- DummyCube1: TGLDummyCube;
- GLLightSource1: TGLLightSource;
- GLMaterialLibrary1: TGLMaterialLibrary;
- Pad: TGLCube;
- SpaceText1: TGLSpaceText;
- Timer1: TTimer;
- GLCadencer1: TGLCadencer;
- GLShadowVolume: TGLShadowVolume;
- procedure GLSceneViewer1MouseMove(Sender: TObject; Shift: TShiftState;
- X, Y: Integer);
- procedure FormCreate(Sender: TObject);
- procedure Timer1Timer(Sender: TObject);
- procedure GLCadencer1Progress(Sender: TObject; const deltaTime,
- newTime: Double);
- private
- ballVector : TAffineVector;
- score : Integer;
- gameOver : Boolean;
- procedure ResetGame;
- end;
- var
- FormPong: TFormPong;
- implementation
- {$R *.DFM}
- procedure TFormPong.FormCreate(Sender: TObject);
- begin
- Randomize;
- GLSceneViewer1.Cursor:=crNone;
- ResetGame;
- end;
- procedure TFormPong.ResetGame;
- var
- angle : Single;
- begin
- // places the ball in the mat center, resets score and ball speed
- angle:=DegToRad(45+Random(90));
- MakeVector(ballVector, 4*cos(angle), 4*sin(angle), 0);
- score:=0;
- gameOver:=False;
- Ball.Position.AsVector:=NullHmgPoint;
- end;
- procedure TFormPong.GLSceneViewer1MouseMove(Sender: TObject;
- Shift: TShiftState; X, Y: Integer);
- const
- cPadMinMax = 6.25;
- var
- px : Single;
- begin
- // the pad's position is directly calculated from the mouse position
- px:=(x-(GLSceneViewer1.Width/2))*0.035;
- if px<-cPadMinMax then
- px:=-cPadMinMax
- else if px>cPadMinMax then
- px:=cPadMinMax;
- Pad.Position.X:=px;
- // GLCadencer1.Reset;
- // update the whole stuff now!
- GLCadencer1.Progress;
- end;
- procedure TFormPong.GLCadencer1Progress(Sender: TObject; const deltaTime,
- newTime: Double);
- var
- newBallPos : TGLVector;
- begin
- // gameOver is True as soon as the ball is behind the pad, but we don't end
- // the game immediately so the user can realize he has lost
- if (not gameOver) and (deltaTime>0) then begin
- // calc expected new ball pos (if no bump occurs)
- // ( note : VectorCombine(v1, v2, f1, f2)=v1*f1+v2*f2 )
- newBallPos:=VectorCombine(Ball.Position.AsVector, ballVector, 1, deltaTime);
- // check collision with edges
- if newBallPos.X<-7.05 then
- ballVector.X:=-ballVector.X
- else if newBallPos.X>7.05 then
- ballVector.X:=-ballVector.X
- else if newBallPos.Y>4.55 then
- ballVector.Y:=-ballVector.Y;
- // check collision with pad
- if newBallPos.Y<-4 then begin
- if (newBallPos.X>Pad.Position.X-1.25) and (newBallPos.X<Pad.Position.X+1.25) then begin
- // when ball bumps the pad, it is accelerated and the vector
- // is slightly randomized
- ballVector.Y:=-ballVector.Y;
- ballVector.X:=ballVector.X+(Random(100)-50)/50;
- ballVector.Y:=ballVector.Y+0.1;
- // ...and of course a point is scored !
- Inc(score);
- SpaceText1.Text:=Format('%.3d', [score]);
- end else begin
- // ball missed !
- gameOver:=True;
- Exit;
- end
- end;
- end;
- // move the ball
- with Ball.Position do
- AsVector:=VectorCombine(AsVector, ballVector, 1, deltaTime);
- end;
- procedure TFormPong.Timer1Timer(Sender: TObject);
- begin
- // update performance monitor
- //%s : Name,
- Caption:=Format('%.2f FPS', [GLSceneViewer1.FramesPerSecond]);
- GLSceneViewer1.ResetPerformanceMonitor;
- // display score window when game is over and the ball is well out of the board
- if gameOver and (Ball.Position.Y<-6) then begin
- // stop the timer to avoid stacking up Timer events
- // while the user makes up his mind...
- Timer1.Enabled:=False;
- if MessageDlg('Score : '+IntToStr(score)+#13#10#13#10+'Play again ?',
- mtInformation, [mbYes, mbNo], 0)=mrYes then begin
- ResetGame;
- Timer1.Enabled:=True;
- end else Close;
- end;
- end;
- end.
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