------------------------------------------------ -- Polycode Pong example by Ivan Safrin, 2013 ------------------------------------------------ -- create a new Screen and set its height to 480 screen = PhysicsScreen(1.0, 30) screen:setNormalizedCoordinates(true, 480) -- load the playing field from the entity file and add it to the screen field = ScreenEntityInstance("Resources/field.entity2d") screen:addChild(field) -- get a handle to the player paddles and ball in the screen file and begin tracking collision ball = field:getScreenEntityById("ball", true) screen:trackCollisionChild(ball, PhysicsScreenEntity.ENTITY_RECT) p1 = field:getScreenEntityById("p1", true) screen:trackCollisionChild(p1, PhysicsScreenEntity.ENTITY_RECT) p2 = field:getScreenEntityById("p2", true) screen:trackCollisionChild(p2, PhysicsScreenEntity.ENTITY_RECT) topWall = field:getScreenEntityById("topWall", true) screen:trackCollisionChild(topWall, PhysicsScreenEntity.ENTITY_RECT) bottomWall = field:getScreenEntityById("bottomWall", true) screen:trackCollisionChild(bottomWall, PhysicsScreenEntity.ENTITY_RECT) --load sounds hitSound = Sound("Resources/hit.wav") scoreSound = Sound("Resources/score.wav") ballSpeed = 400.0 ballDirection = Vector2(1.0, 0.0) -- initialize scores and get references to the player score labels on the field p1scoreLabel = cast(field:getScreenEntityById("p1scoreLabel", true), ScreenLabel) p2scoreLabel = cast(field:getScreenEntityById("p2scoreLabel", true), ScreenLabel) p1Score = 0 p2Score = 0 function onCollision(t, event) -- we need to cast the event to PhysicsScreenEvent because this is a PhysicsScreen event physicsEvent = cast(event, PhysicsScreenEvent) -- check if the colliding entity is the ball if physicsEvent.entity1 == ball then -- if colliding with player 1 or player 2 paddle if physicsEvent.entity2 == p1 or physicsEvent.entity2 == p2 then -- reverse the horizontal direction ballDirection.x = ballDirection.x * -1 -- adjust the vertical direction based on where on the paddle it hit ballDirection.y = (ball.position.y - physicsEvent:getSecondEntity().position.y)/80.0 if ballDirection.y > 1.0 then ballDirection.y = 1.0 end if ballDirection.y < -1.0 then ballDirection.y = -1.0 end else -- if collliding with the walls, simply reverse the vertical direction ballDirection.y = ballDirection.y * -1 end -- play the hit sound hitSound:Play() end end -- add a collision listener to the Physics Screen -- onCollision will now be called every time there is a collion between -- entities that we are tracking screen:addEventListener(nil, onCollision, PhysicsScreenEvent.EVENT_NEW_SHAPE_COLLISION) -- Update is called automatically every frame function Update(elapsed) -- check player 1 input if Services.Input:getKeyState(KEY_a) == true then p1.position.y = p1.position.y - (300 * elapsed) elseif Services.Input:getKeyState(KEY_z) == true then p1.position.y = p1.position.y + (300 * elapsed) end -- check player 2 input if Services.Input:getKeyState(KEY_UP) == true then p2.position.y = p2.position.y - (300 * elapsed) elseif Services.Input:getKeyState(KEY_DOWN) == true then p2.position.y = p2.position.y + (300 * elapsed) end -- limit the paddle positions so they don't go offscreen if p1.position.y < -180 then p1.position.y = -180 end if p1.position.y > 180 then p1.position.y = 180 end if p2.position.y < -180 then p2.position.y = -180 end if p2.position.y > 180 then p2.position.y = 180 end -- update the ball position ball.position.x = ball.position.x + (ballDirection.x * ballSpeed * elapsed) ball.position.y = ball.position.y + (ballDirection.y * ballSpeed * elapsed) -- check if the ball beyond player 1's paddle and increment player 2's score if ball.position.x < -328 then ball.position.x = -200 ball.position.y = 0 ballDirection.x = 1.0 ballDirection.y = 0.0 scoreSound:Play() p2Score = p2Score + 1 p2scoreLabel:setText(""..p2Score) end -- check if the ball beyond player 2's paddle and increment player 1's score if ball.position.x > 328 then ball.position.x = 200 ball.position.y = 0 ballDirection.x = -1.0 ballDirection.y = 0.0 scoreSound:Play() p1Score = p1Score + 1 p1scoreLabel:setText(""..p1Score) end end