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- ------------------------------------------------
- -- Polycode Pong example by Ivan Safrin, 2013
- ------------------------------------------------
- -- create a new Screen and set its height to 480
- scene = PhysicsScene2D(1.0, 30)
- scene:getDefaultCamera():setOrthoSize(0.0, 4.0)
- -- load the playing field from the entity file and add it to the scene
- field = SceneEntityInstance(scene, "Resources/field.entity")
- scene:addChild(field)
- -- get a handle to the player paddles and ball in the scene file and begin tracking collision
- ball = field:getEntityById("ball", true)
- scene:trackCollisionChild(ball, PhysicsScene2DEntity.ENTITY_RECT)
- p1 = field:getEntityById("p1", true)
- scene:trackCollisionChild(p1, PhysicsScene2DEntity.ENTITY_RECT)
- p2 = field:getEntityById("p2", true)
- scene:trackCollisionChild(p2, PhysicsScene2DEntity.ENTITY_RECT)
- topWall = field:getEntityById("topWall", true)
- scene:trackCollisionChild(topWall, PhysicsScene2DEntity.ENTITY_RECT)
- bottomWall = field:getEntityById("bottomWall", true)
- scene:trackCollisionChild(bottomWall, PhysicsScene2DEntity.ENTITY_RECT)
- --load sounds
- hitSound = Sound("Resources/hit.wav")
- scoreSound = Sound("Resources/score.wav")
- ballSpeed = 4.0
- ballDirection = Vector2(1.0, 0.0)
- -- initialize scores and get references to the player score labels on the field
- p1scoreLabel = cast(field:getEntityById("p1ScoreLabel", true), SceneLabel)
- p2scoreLabel = cast(field:getEntityById("p2ScoreLabel", true), SceneLabel)
- 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, PhysicsScene2DEvent)
- -- 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:getPosition().y - physicsEvent:getSecondEntity():getPosition().y)/1.0
- 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
- scene:addEventListener(nil, onCollision, PhysicsScene2DEvent.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:setPositionY( p1:getPosition().y + (3.0 * elapsed))
- elseif Services.Input:getKeyState(KEY_z) == true then
- p1:setPositionY( p1:getPosition().y - (3.0 * elapsed))
- end
- -- check player 2 input
- if Services.Input:getKeyState(KEY_UP) == true then
- p2:setPositionY( p2:getPosition().y + (3.0 * elapsed))
- elseif Services.Input:getKeyState(KEY_DOWN) == true then
- p2:setPositionY( p2:getPosition().y - (3.0 * elapsed))
- end
- -- limit the paddle positions so they don't go offscreen
- if p1:getPosition().y < -1.3 then p1:setPositionY(-1.3) end
- if p1:getPosition().y > 1.3 then p1:setPositionY(1.3) end
- if p2:getPosition().y < -1.3 then p2:setPositionY(-1.3) end
- if p2:getPosition().y > 1.3 then p2:setPositionY(1.3) end
- -- update the ball position
- ball:setPositionX(ball:getPosition().x + (ballDirection.x * ballSpeed * elapsed))
- ball:setPositionY( ball:getPosition().y + (ballDirection.y * ballSpeed * elapsed))
- -- check if the ball beyond player 1's paddle and increment player 2's score
- if ball:getPosition().x < -3 then
- ball:setPosition(0.0, 0.0)
- 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:getPosition().x > 3 then
- ball:setPosition(0.0, 0.0)
- ball:setPositionY(0)
- ballDirection.x = -1.0
- ballDirection.y = 0.0
- scoreSound:Play()
- p1Score = p1Score + 1
- p1scoreLabel:setText(""..p1Score)
- end
- end
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