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+local Board = require 'board'
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+local led = require 'led'
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+local shader = require 'shader'
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+
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+local DEBUG_backBumper = false -- Set this to "true" and the ball will bounce back instead of dying
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+
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+-- Oculus Go uses a fixed camera position, so we have to change where things are drawn
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+local fixedCamera = lovr.headset.getName() == "Oculus Go"
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+
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+local tim = 0 -- Accumulated time
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+
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+-- -- -- Constants -- -- --
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+
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+-- Board constants
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+local bWidth = 8 -- Cell-size width and height of board
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+local bHeight = 5
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+local bDistanceAway = 6 -- Distance from paddle to blocks
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+local bBackBuffer = 1 -- Space between blocks and back wall
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+local bKill = -3 -- Distance from paddle to kill plane
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+
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+-- Constants for drawing cubes
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+local uWidth = 0.25 -- One "unit"-- one cell in the board
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+local uHeight = 0.25
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+local cubeWidth = uWidth - 0.025 -- A cube should be the size of a board cell minus a margin
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+local cubeHeight = uHeight - 0.025
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+local gRight = lovr.math.newVec3(1, 0, 0) -- The vector basis for coordinates on the board
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+local gDown = lovr.math.newVec3(0, 0, -1)
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+local gCloser = lovr.math.newVec3(0, 1, 0)
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+local uRight = lovr.math.newVec3( gRight*uWidth ) -- Vector basis for coordinates on the board, in units
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+local uDown = lovr.math.newVec3( gDown*uHeight )
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+
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+-- The upper left corner of the board:
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+local bUlCorner = lovr.math.newVec3( uDown * (bDistanceAway + bHeight) + gRight * -(uWidth * bWidth/2) )
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+local function bCenter(x,y) -- The center of a specific cell on the board, for drawing
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+ return bUlCorner + uRight * ( (x-1) + 0.5) + uDown * ( -(y-1) - 0.5)
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+end
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+local function bCornerGrid(x, y) -- The corner of a specific cell on the board, for math
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+ return x - bWidth/2, bDistanceAway + bHeight - y
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+end
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+local function bCornerGridReverse(x,y) -- Given a world position, what cell is it?
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+ x = x + bWidth/2
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+ y = bDistanceAway + bHeight - y
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+ return math.floor(x) + 1, math.floor(y) + 1
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+end
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+
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+-- Constants for paddle
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+local pWidth = 2
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+local pHeight = 1/3
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+local pSize = lovr.math.newVec3( (gRight*pWidth + gDown*pHeight + gCloser)*cubeHeight )
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+local function pGrid(x) -- Get paddle center position in world coordinates, given a 0..1 placement
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+ return -bWidth/2 + bWidth * x
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+end
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+
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+-- Constants for "LED" score display
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+local lCube = uWidth -- Currently LED and board cubes are the same size
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+-- Vector basis for score display screen:
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+local lUlRoot = lovr.math.newVec3( bUlCorner + (gDown * 4 + gCloser * 2 + gRight) * uHeight + uRight * (bWidth/2) )
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+local lRight = lovr.math.newVec3( gRight * lCube )
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+local lDown = lovr.math.newVec3( gCloser * -lCube )
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+
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+-- Ball constants
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+local ballWidth = 0.25
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+local ballRoot = lovr.math.newVec3( gRight*(ballWidth*uWidth/2) )
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+
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+-- "Scripted sequence" constants
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+local gameStateDeathRollover = {silence=1.5, tone=3, reset = 3 + 1.753469387755102}
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+local soundsWinStrum = {1,3,6,2}
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+local soundsWinStrumSpeed = 8164/44100
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+
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+-- -- -- State -- -- --
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+
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+local board = nil -- Current board
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+local gameState -- One of: {}, {"dead", start=[death time], substate=[substate]}, or {"win", start=[win time]}
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+local gameLevel -- Current level # (affects speed)
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+local points -- Current points scored
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+local remaining -- Number of blocks remaining on current board
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+
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+local controllerModel -- Current loaded controller model, if any
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+local sounds -- Audio objects (to be loaded)
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+
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+local function newVec2(x, y) return lovr.math.newVec3(x, y, 0) end -- For 2D vecs we'll just ignore z
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+local function vec2(x, y) return lovr.math.vec3(x, y, 0) end -- For 2D vecs we'll just ignore z
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+
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+local ballAt = newVec2(0, 1) -- Current ball position
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+local ballVel = newVec2() -- Current ball velocity
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+
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+-- -- -- Game code -- -- --
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+
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+function lovr.conf(t)
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+ t.identity = 'Break it'
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+ t.window.title = t.identity
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+end
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+
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+function gameReset() -- Reset state completely, as if after a death
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+ gameState = {}
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+ gameLevel = 1
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+ points = 0
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+ ballVel:set(vec2(0.0625, 0.0625))
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+end
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+
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+function boardReset() -- Reset board contents, as for death or new-level start
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+ board = Board.fill({}, bWidth, bHeight, true)
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+ remaining = bWidth*bHeight
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+end
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+
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+function lovr.load()
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+ lovr.graphics.setBackgroundColor(.1, .1, .1)
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+ lovr.headset.setClipDistance(0.1, 3000)
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+
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+ gameReset()
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+ boardReset()
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+ sounds = {}
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+ if lovr.audio then
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+ for i=0,5 do
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+ table.insert(sounds, lovr.audio.newSource(string.format("break-bwomp-song-1-split-%d.ogg", i), 'static'))
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+ sounds.fail = lovr.audio.newSource("break-buzzer.ogg", 'static')
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+ sounds.restart = lovr.audio.newSource("break-countdown.ogg", 'static')
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+ end
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+ end
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+end
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+
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+local function cube(v) -- Draw board block
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+ local x,y,z = v:unpack()
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+ lovr.graphics.cube('fill', x,y,z, cubeWidth)
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+end
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+local function ledCube(v) -- Draw score display block
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+ local x,y,z = v:unpack()
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+ lovr.graphics.cube('fill', x,y,z, lCube)
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+end
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+local function paddle(x) -- Draw paddle. Expect 0..1
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+ local x,y,z = (gRight*((-0.5 + x)*bWidth*uWidth)):unpack()
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+ local xd, yd, zd = pSize:unpack()
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+ lovr.graphics.box('fill', x, y, z, xd, yd, zd)
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+end
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+local function ballXyz(bv) -- Get the XYZ position of the ball (for drawing or sound)
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+ local bx, by = bv:unpack()
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+ return ballRoot + uRight*bx + uDown*by -- Temporary
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+end
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+local function ball(bv) -- Draw the ball
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+ local x,y,z = ballXyz(bv):unpack()
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+ lovr.graphics.cube('fill', x, y, z, cubeWidth*ballWidth)
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+end
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+
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+local function tie(x) -- tie fighter operator <=>
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+ if x > 0 then return 1
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+ elseif x < 0 then return -1
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+ else return 0
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+ end
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+end
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+
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+-- Display state
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+local paddleAt = 0.5
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+local screen = {}
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+
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+-- The sounds table has a list of "notes" that play in rotating fashion when the ball bounces off something.
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+local lastSound
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+local pendingSound = 1
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+local function nextSound(at, forceSound) -- Play a sound at a position. If forceSound is nil, assume the next "note"
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+ if lastSound then lastSound:stop() lastSound:rewind() end -- Don't let sounds overlap
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+ lastSound = forceSound or sounds[pendingSound]
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+ pendingSound = pendingSound + 1
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+ if pendingSound > #sounds then pendingSound = 1 end
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+ if lastSound then
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+ lastSound:setPosition(at.x, at.y, at.z)
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+ lastSound:play()
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+ end
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+end
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+
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+local function score() -- Block consumed, increment score
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+ points = points + 1
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+ remaining = remaining - 1
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+ if remaining == 0 then -- Beat the level
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+ gameState = {"win", start=tim, strumAt=0}
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+ end
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+end
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+
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+-- "Cheat" handling
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+-- At the end of the game, the player can get stuck in a state where they are bouncing eternally,
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+-- hoping to hit a block but always missing. This is boring, so if the player does a roundtrip
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+-- paddle->back->paddle->back without hitting a block, just delete a block at random.
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+local function cheatBackWall() -- Back hit
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+ if gameState.cheat and gameState.cheat.x then -- A block is picked out to delete (Second clause might be unnecessary)
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+ Board.set(board, gameState.cheat.x, gameState.cheat.y, false)
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+ gameState.cheat.x = false
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+ score()
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+ end
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+end
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+local function cheatPaddle() -- Paddle hit
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+ -- If the cheat is not disarmed (ie: we've hit the back and come back without hitting a block in between),
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+ -- pick out the block to delete now so it can blink
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+ if gameState.cheat and remaining > 0 then -- Second clause might be unnecessary
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+ local cheatSelect = lovr.math.random(remaining) -- We will count up the blocks until we reach this number, then stop
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+ for x=1,bWidth do -- Iterate over the board space
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+ if gameState.cheat.x then break end -- Already found a block to delete
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+ for y=1,bHeight do
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+ if Board.get(board,x,y) then
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+ cheatSelect = cheatSelect - 1
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+ if cheatSelect == 0 then -- Found our target block
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+ gameState.cheat.x, gameState.cheat.y, gameState.cheat.start = x,y,tim -- Save current time so blink can key off it
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+ break
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+ end
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+ end
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+ end
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+ end
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+ else
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+ -- Whenever we hit the paddle we "arm" the cheat.
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+ if not gameState.cheat then gameState.cheat = {} end -- The cheat state is stored in gameState so it gets cleared on death/level clear
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+ end
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+end
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+local function cheatDisarm() -- Whenever we hit a block we delete the table that constitutes "arming"
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+ gameState.cheat = nil
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+end
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+
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+function lovr.update(dt)
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+ tim = tim + dt
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+
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+ -- Use the highest-numbered hand, which is probably the right hand.
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+ local controllerNames = lovr.headset.getHands()
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+ local controller = controllerNames[#controllerNames]
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+ if #controllerNames then -- Turn roll of selected controller into a paddle position 0..1
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+ local q = lovr.math.quat( lovr.headset.getOrientation(controller) ):normalize()
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+ paddleAt = (q.z + 1)/2
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+ end
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+
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+ -- If a death sequence has finished and the game should reset, handle that at the start of the frame.
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+ if gameState[1] == "dead" and tim - gameState.start > gameStateDeathRollover.reset then
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+ gameReset()
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+ boardReset()
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+ ballAt:set(vec2(-2 + tim%4, 1)) -- On reset randomize the ball position a little
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+ if ballAt.x < 0 then ballVel.x = -ballVel.x end -- Set starting velocity away from center
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+ end
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+
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+ if gameState[1] ~= "dead" then -- Not dead. Normal game logic
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+ local ballMargin = ballWidth/2 -- A few last minute constants
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+ local borderWidth = bWidth/2
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+ local borderHeight = bHeight + bDistanceAway + bBackBuffer
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+ local paddleMargin = pHeight/2
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+ local startAbovePaddle = ballAt.y - ballMargin > paddleMargin -- At the start of the frame, was the ball above the paddle?
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+
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+ -- The ball has crossed over a line it can't cross. Reverse its direction and apply its overshoot in the other direction
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+ local function bounce(key, dir, limit)
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+ local at = ballAt[key]
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+ local cVal = at + dir * ballMargin
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+ local cAgainst = limit
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+ ballVel[key] = ballVel[key] * -1
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+ ballAt[key] = at + (cAgainst - cVal) * 2
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+ -- Whenever the ball bounces off something, play a sound-- EXCEPT,
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+ -- In the time between the last block of a level clears and the ball next hits the paddle, we mute
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+ if gameState[1] ~= "win" then nextSound(ballXyz(ballAt)) end
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+ end
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+
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+ -- Move up/down
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+ ballAt.y = ballAt.y + ballVel.y
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+ local cellX, cellY = bCornerGridReverse(ballAt.x, ballAt.y + tie(ballVel.y)*ballMargin)
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+ if Board.get(board, cellX, cellY) then -- Vertically collide with block
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+ Board.set(board, cellX, cellY, false)
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+ score()
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+ cheatDisarm()
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+ bounce('y', tie(ballVel.y), ({bCornerGrid(cellX, cellY)})[2] + (ballVel.y > 0 and 0 or 1))
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+ end
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+
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+ -- Move left/right
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+ ballAt.x = ballAt.x + ballVel.x
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+ cellX, cellY = bCornerGridReverse(ballAt.x + tie(ballVel.x)*ballMargin, ballAt.y)
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+ if Board.get(board, cellX, cellY) then -- Horizontally collide with block
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+ Board.set(board, cellX, cellY, false)
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+ score()
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+ cheatDisarm()
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+ bounce('x', tie(ballVel.x), bCornerGrid(cellX, cellY) + (ballVel.x > 0 and -1 or 0))
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+ end
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+
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+ -- Side barrier check
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+ if ballAt.x >= borderWidth - ballMargin then
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+ bounce('x', 1, borderWidth)
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+ end
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+ if ballAt.x <= -(borderWidth - ballMargin) then
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+ bounce('x', -1, -borderWidth)
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+ end
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+
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+ -- Top barrier check
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+ if ballAt.y >= borderHeight - ballMargin then
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+ cheatBackWall()
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+ bounce('y', 1, borderHeight)
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+ end
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+
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+ if gameState[1] == "win" then -- In the second after collecing the last block of a level, play four quick "victory" notes
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+ local shouldStrum = 1 + math.floor((tim - gameState.start)/soundsWinStrumSpeed)
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+ if shouldStrum > gameState.strumAt then
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+ gameState.strumAt = gameState.strumAt+1
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+ local whichStrum = soundsWinStrum[gameState.strumAt]
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+ if whichStrum then nextSound(ballXyz(ballAt), sounds[whichStrum]) end
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+ end
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+ end
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+
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+ local endAbovePaddle = ballAt.y - ballMargin > paddleMargin -- Now that we're at the end of the frame, is the ball above the paddle?
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+
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+ -- Did the ball move from below the paddle to above the paddle during this frame?
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+ if startAbovePaddle and not endAbovePaddle then
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+ if math.abs(pGrid(paddleAt) - ballAt.x) < (pWidth/2+paddleMargin) then -- Ball hit paddle
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+ if gameState[1] == "win" then -- On first paddle hit after clearing a board, load the new board
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+ gameState = {}
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+ boardReset()
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+ gameLevel = gameLevel + 1
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+ if gameLevel < 11 then
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+ ballVel:set(ballVel * 1.15) -- Speed up
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+ end
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+ pendingSound = 1
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+ else
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+ cheatPaddle()
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+ end
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+
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+ bounce('y', -1, paddleMargin)
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+ end
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+ end
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+
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+ -- Build out LED "screen". The screen always contains at least two digits and is least significant digit first
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+ local i, tempPoints = 1,points
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+ while i < 3 or tempPoints > 0 do -- Slice one digit off the points at a time
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+ screen[i] = tempPoints % 10
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+ tempPoints = math.floor(tempPoints/10)
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+ i = i + 1
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+ end
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+
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+ if ballAt.y <= bKill + ballMargin then -- Ball has hit kill plane
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+ if DEBUG_backBumper then -- IMMORTALITY!!
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+ bounce('y', -1, bKill)
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+ else
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+ gameState = {"dead", start=tim}
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+ nextSound(ballXyz(ballAt), sounds.fail)
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+
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+ screen = {11, 10} -- Special characters : (
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+ end
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+ end
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+ else -- Death sequence logic
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+ if not gameState.substate then -- After death, do nothing at all and show the :(
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+ if tim - gameState.start > gameStateDeathRollover.silence then
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+ gameState.substate = "silence"
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+ screen = {} -- Clear all digits to nil
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+ end
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+ elseif gameState.substate == "silence" then -- Then do nothing for a bit
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+ if tim - gameState.start > gameStateDeathRollover.tone then
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+ gameState.substate = "tone"
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+ nextSound(ballXyz(vec2(0,0)), sounds.restart)
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+ end
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+ end -- Then let the tone play out until "reset"
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+ end
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+end
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+
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+local function drawLed(root, character) -- Draw one digit of the LED screen
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+ if not character then return end
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+ for y=1,led.height do
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+ local line = root
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+ for x=1,led.width do
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+ line = line + lRight
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+ if character[x][y] then
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+ ledCube(line)
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+ end
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+ end
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+ root = root + lDown
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+ end
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+end
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+
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+function lovr.draw(eye)
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+ lovr.graphics.clear()
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+
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+ if fixedCamera then
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+ lovr.graphics.translate(0, 0, -2) -- Move backward so Go users can see the paddle
|
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|
+ end
|
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+
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|
+ -- This bit draws a three-dimensional grid, but it contains an intentional bug.
|
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|
+ -- The bug results in an interesting and attractive abstract environment!
|
|
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+ local gs = 30
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+ local far = 1*gs
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+ local grid = 2*gs
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+ for x=-grid,grid,gs do for y=-grid,grid,gs do for z=-grid,grid,gs do
|
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+ lovr.graphics.line(-far, y, z, far, y, z)
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|
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+ if not (fixedCamera and x == 0 and z == 0) then -- In fixed camera setup this center line looks weird
|
|
|
+ lovr.graphics.line(x, -far, z, x, far, z)
|
|
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+ end
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+ lovr.graphics.line(x, y, far, x, y, -far)
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+ end end end
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|
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+
|
|
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+ -- Draw board
|
|
|
+ lovr.graphics.setShader(shader)
|
|
|
+ local cheatX, cheatY, cheatStart
|
|
|
+ if gameState.cheat then -- Unpack cheat state
|
|
|
+ cheatX, cheatY, cheatStart = gameState.cheat.x, gameState.cheat.y, gameState.cheat.start
|
|
|
+ end
|
|
|
+ for x=1,bWidth do for y=1,bHeight do
|
|
|
+ if Board.get(board,x,y) then
|
|
|
+ if x == cheatX and y == cheatY and (tim - gameState.cheat.start) % 0.5 > 0.25 then -- Blinking cube during cheat
|
|
|
+ lovr.graphics.setColor(1,1,1,1)
|
|
|
+ else -- Base color on position so there's a nice gradient
|
|
|
+ lovr.graphics.setColor(x/bWidth, y/bHeight, 1, 1)
|
|
|
+ end
|
|
|
+ cube(bCenter(x,y))
|
|
|
+ end
|
|
|
+ end end
|
|
|
+ lovr.graphics.setColor(1, 1, 1, 1)
|
|
|
+ -- Draw paddle and board
|
|
|
+ paddle(paddleAt)
|
|
|
+ if gameState[1] ~= "dead" then ball(ballAt) end
|
|
|
+ -- Draw screen
|
|
|
+ local screenlen = #screen
|
|
|
+ local lUlCorner = lovr.math.vec3( lUlRoot - lDown*led.height - lRight * (screenlen * (led.width + 1) + 2)/ 2 )
|
|
|
+ for i=screenlen,1, -1 do
|
|
|
+ drawLed(lUlCorner, led[screen[i]+1])
|
|
|
+ if i ~= 1 then lUlCorner = lUlCorner + lRight * (led.width + 1) end
|
|
|
+ end
|
|
|
+ -- Draw controller
|
|
|
+ if controller then
|
|
|
+ if controllerModel == nil then controllerModel = controller:newModel() or false end -- Only try to load controller once
|
|
|
+ if controllerModel then
|
|
|
+ local x, y, z, angle, ax, ay, az = lovr.headset.getPose(controller)
|
|
|
+ controllerModel:draw(x,y,z,1,angle,ax, ay, az)
|
|
|
+ end
|
|
|
+ end
|
|
|
+end
|