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- local Board = require 'board'
- local led = require 'led'
- local shader = require 'shader'
- local DEBUG_backBumper = false -- Set this to "true" and the ball will bounce back instead of dying
- -- Oculus Go uses a fixed camera position, so we have to change where things are drawn
- local fixedCamera = lovr.headset.getName() == "Oculus Go"
- local tim = 0 -- Accumulated time
- -- -- -- Constants -- -- --
- -- Board constants
- local bWidth = 8 -- Cell-size width and height of board
- local bHeight = 5
- local bDistanceAway = 6 -- Distance from paddle to blocks
- local bBackBuffer = 1 -- Space between blocks and back wall
- local bKill = -3 -- Distance from paddle to kill plane
- -- Constants for drawing cubes
- local uWidth = 0.25 -- One "unit"-- one cell in the board
- local uHeight = 0.25
- local cubeWidth = uWidth - 0.025 -- A cube should be the size of a board cell minus a margin
- local cubeHeight = uHeight - 0.025
- local gRight = lovr.math.newVec3(1, 0, 0) -- The vector basis for coordinates on the board
- local gDown = lovr.math.newVec3(0, 0, -1)
- local gCloser = lovr.math.newVec3(0, 1, 0)
- local uRight = lovr.math.newVec3( gRight*uWidth ) -- Vector basis for coordinates on the board, in units
- local uDown = lovr.math.newVec3( gDown*uHeight )
- -- The upper left corner of the board:
- local bUlCorner = lovr.math.newVec3( uDown * (bDistanceAway + bHeight) + gRight * -(uWidth * bWidth/2) )
- local function bCenter(x,y) -- The center of a specific cell on the board, for drawing
- return bUlCorner + uRight * ( (x-1) + 0.5) + uDown * ( -(y-1) - 0.5)
- end
- local function bCornerGrid(x, y) -- The corner of a specific cell on the board, for math
- return x - bWidth/2, bDistanceAway + bHeight - y
- end
- local function bCornerGridReverse(x,y) -- Given a world position, what cell is it?
- x = x + bWidth/2
- y = bDistanceAway + bHeight - y
- return math.floor(x) + 1, math.floor(y) + 1
- end
- -- Constants for paddle
- local pWidth = 2
- local pHeight = 1/3
- local pSize = lovr.math.newVec3( (gRight*pWidth + gDown*pHeight + gCloser)*cubeHeight )
- local function pGrid(x) -- Get paddle center position in world coordinates, given a 0..1 placement
- return -bWidth/2 + bWidth * x
- end
- -- Constants for "LED" score display
- local lCube = uWidth -- Currently LED and board cubes are the same size
- -- Vector basis for score display screen:
- local lUlRoot = lovr.math.newVec3( bUlCorner + (gDown * 4 + gCloser * 2 + gRight) * uHeight + uRight * (bWidth/2) )
- local lRight = lovr.math.newVec3( gRight * lCube )
- local lDown = lovr.math.newVec3( gCloser * -lCube )
- -- Ball constants
- local ballWidth = 0.25
- local ballRoot = lovr.math.newVec3( gRight*(ballWidth*uWidth/2) )
- -- "Scripted sequence" constants
- local gameStateDeathRollover = {silence=1.5, tone=3, reset = 3 + 1.753469387755102}
- local soundsWinStrum = {1,3,6,2}
- local soundsWinStrumSpeed = 8164/44100
- -- -- -- State -- -- --
- local board = nil -- Current board
- local gameState -- One of: {}, {"dead", start=[death time], substate=[substate]}, or {"win", start=[win time]}
- local gameLevel -- Current level # (affects speed)
- local points -- Current points scored
- local remaining -- Number of blocks remaining on current board
- local controllerModel -- Current loaded controller model, if any
- local sounds -- Audio objects (to be loaded)
- local function newVec2(x, y) return lovr.math.newVec3(x, y, 0) end -- For 2D vecs we'll just ignore z
- local function vec2(x, y) return lovr.math.vec3(x, y, 0) end -- For 2D vecs we'll just ignore z
- local ballAt = newVec2(0, 1) -- Current ball position
- local ballVel = newVec2() -- Current ball velocity
- -- -- -- Game code -- -- --
- function lovr.conf(t)
- t.identity = 'Break it'
- t.window.title = t.identity
- end
- function gameReset() -- Reset state completely, as if after a death
- gameState = {}
- gameLevel = 1
- points = 0
- ballVel:set(vec2(0.0625 * 60, 0.0625 * 60))
- end
- function boardReset() -- Reset board contents, as for death or new-level start
- board = Board.fill({}, bWidth, bHeight, true)
- remaining = bWidth*bHeight
- end
- function lovr.load()
- lovr.graphics.setBackgroundColor(.1, .1, .1)
- lovr.headset.setClipDistance(0.1, 3000)
- gameReset()
- boardReset()
- sounds = {}
- if lovr.audio then
- for i=0,5 do
- table.insert(sounds, lovr.audio.newSource(string.format("break-bwomp-song-1-split-%d.ogg", i), 'static'))
- sounds.fail = lovr.audio.newSource("break-buzzer.ogg", 'static')
- sounds.restart = lovr.audio.newSource("break-countdown.ogg", 'static')
- end
- end
- end
- local function cube(v) -- Draw board block
- local x,y,z = v:unpack()
- lovr.graphics.cube('fill', x,y,z, cubeWidth)
- end
- local function ledCube(v) -- Draw score display block
- local x,y,z = v:unpack()
- lovr.graphics.cube('fill', x,y,z, lCube)
- end
- local function paddle(x) -- Draw paddle. Expect 0..1
- local x,y,z = (gRight*((-0.5 + x)*bWidth*uWidth)):unpack()
- local xd, yd, zd = pSize:unpack()
- lovr.graphics.box('fill', x, y, z, xd, yd, zd)
- end
- local function ballXyz(bv) -- Get the XYZ position of the ball (for drawing or sound)
- local bx, by = bv:unpack()
- return ballRoot + uRight*bx + uDown*by -- Temporary
- end
- local function ball(bv) -- Draw the ball
- local x,y,z = ballXyz(bv):unpack()
- lovr.graphics.cube('fill', x, y, z, cubeWidth*ballWidth)
- end
- local function tie(x) -- tie fighter operator <=>
- if x > 0 then return 1
- elseif x < 0 then return -1
- else return 0
- end
- end
- -- Display state
- local paddleAt = 0.5
- local screen = {}
- -- The sounds table has a list of "notes" that play in rotating fashion when the ball bounces off something.
- local lastSound
- local pendingSound = 1
- local function nextSound(at, forceSound) -- Play a sound at a position. If forceSound is nil, assume the next "note"
- if lastSound then lastSound:stop() end -- Don't let sounds overlap
- lastSound = forceSound or sounds[pendingSound]
- pendingSound = pendingSound + 1
- if pendingSound > #sounds then pendingSound = 1 end
- if lastSound then
- lastSound:setPosition(at.x, at.y, at.z)
- lastSound:play()
- end
- end
- local function score() -- Block consumed, increment score
- points = points + 1
- remaining = remaining - 1
- if remaining == 0 then -- Beat the level
- gameState = {"win", start=tim, strumAt=0}
- end
- end
- -- "Cheat" handling
- -- At the end of the game, the player can get stuck in a state where they are bouncing eternally,
- -- hoping to hit a block but always missing. This is boring, so if the player does a roundtrip
- -- paddle->back->paddle->back without hitting a block, just delete a block at random.
- local function cheatBackWall() -- Back hit
- if gameState.cheat and gameState.cheat.x then -- A block is picked out to delete (Second clause might be unnecessary)
- Board.set(board, gameState.cheat.x, gameState.cheat.y, false)
- gameState.cheat.x = false
- score()
- end
- end
- local function cheatPaddle() -- Paddle hit
- -- If the cheat is not disarmed (ie: we've hit the back and come back without hitting a block in between),
- -- pick out the block to delete now so it can blink
- if gameState.cheat and remaining > 0 then -- Second clause might be unnecessary
- local cheatSelect = lovr.math.random(remaining) -- We will count up the blocks until we reach this number, then stop
- for x=1,bWidth do -- Iterate over the board space
- if gameState.cheat.x then break end -- Already found a block to delete
- for y=1,bHeight do
- if Board.get(board,x,y) then
- cheatSelect = cheatSelect - 1
- if cheatSelect == 0 then -- Found our target block
- gameState.cheat.x, gameState.cheat.y, gameState.cheat.start = x,y,tim -- Save current time so blink can key off it
- break
- end
- end
- end
- end
- else
- -- Whenever we hit the paddle we "arm" the cheat.
- if not gameState.cheat then gameState.cheat = {} end -- The cheat state is stored in gameState so it gets cleared on death/level clear
- end
- end
- local function cheatDisarm() -- Whenever we hit a block we delete the table that constitutes "arming"
- gameState.cheat = nil
- end
- function lovr.update(dt)
- tim = tim + dt
- -- Use the highest-numbered hand, which is probably the right hand.
- local controllerNames = lovr.headset.getHands()
- local controller = controllerNames[#controllerNames]
- if #controllerNames then -- Turn roll of selected controller into a paddle position 0..1
- local q = lovr.math.quat( lovr.headset.getOrientation(controller) ):normalize()
- paddleAt = (q.z + 1)/2
- end
- -- If a death sequence has finished and the game should reset, handle that at the start of the frame.
- if gameState[1] == "dead" and tim - gameState.start > gameStateDeathRollover.reset then
- gameReset()
- boardReset()
- ballAt:set(vec2(-2 + tim%4, 1)) -- On reset randomize the ball position a little
- if ballAt.x < 0 then ballVel.x = -ballVel.x end -- Set starting velocity away from center
- end
- if gameState[1] ~= "dead" then -- Not dead. Normal game logic
- local ballMargin = ballWidth/2 -- A few last minute constants
- local borderWidth = bWidth/2
- local borderHeight = bHeight + bDistanceAway + bBackBuffer
- local paddleMargin = pHeight/2
- local startAbovePaddle = ballAt.y - ballMargin > paddleMargin -- At the start of the frame, was the ball above the paddle?
- -- The ball has crossed over a line it can't cross. Reverse its direction and apply its overshoot in the other direction
- local function bounce(key, dir, limit)
- local at = ballAt[key]
- local cVal = at + dir * ballMargin
- local cAgainst = limit
- ballVel[key] = ballVel[key] * -1
- ballAt[key] = at + (cAgainst - cVal) * 2
- -- Whenever the ball bounces off something, play a sound-- EXCEPT,
- -- In the time between the last block of a level clears and the ball next hits the paddle, we mute
- if gameState[1] ~= "win" then nextSound(ballXyz(ballAt)) end
- end
- -- Move up/down
- ballAt.y = ballAt.y + ballVel.y * dt
- local cellX, cellY = bCornerGridReverse(ballAt.x, ballAt.y + tie(ballVel.y)*ballMargin)
- if Board.get(board, cellX, cellY) then -- Vertically collide with block
- Board.set(board, cellX, cellY, false)
- score()
- cheatDisarm()
- bounce('y', tie(ballVel.y), ({bCornerGrid(cellX, cellY)})[2] + (ballVel.y > 0 and 0 or 1))
- end
- -- Move left/right
- ballAt.x = ballAt.x + ballVel.x * dt
- cellX, cellY = bCornerGridReverse(ballAt.x + tie(ballVel.x)*ballMargin, ballAt.y)
- if Board.get(board, cellX, cellY) then -- Horizontally collide with block
- Board.set(board, cellX, cellY, false)
- score()
- cheatDisarm()
- bounce('x', tie(ballVel.x), bCornerGrid(cellX, cellY) + (ballVel.x > 0 and -1 or 0))
- end
- -- Side barrier check
- if ballAt.x >= borderWidth - ballMargin then
- bounce('x', 1, borderWidth)
- end
- if ballAt.x <= -(borderWidth - ballMargin) then
- bounce('x', -1, -borderWidth)
- end
-
- -- Top barrier check
- if ballAt.y >= borderHeight - ballMargin then
- cheatBackWall()
- bounce('y', 1, borderHeight)
- end
- if gameState[1] == "win" then -- In the second after collecing the last block of a level, play four quick "victory" notes
- local shouldStrum = 1 + math.floor((tim - gameState.start)/soundsWinStrumSpeed)
- if shouldStrum > gameState.strumAt then
- gameState.strumAt = gameState.strumAt+1
- local whichStrum = soundsWinStrum[gameState.strumAt]
- if whichStrum then nextSound(ballXyz(ballAt), sounds[whichStrum]) end
- end
- end
- local endAbovePaddle = ballAt.y - ballMargin > paddleMargin -- Now that we're at the end of the frame, is the ball above the paddle?
- -- Did the ball move from below the paddle to above the paddle during this frame?
- if startAbovePaddle and not endAbovePaddle then
- if math.abs(pGrid(paddleAt) - ballAt.x) < (pWidth/2+paddleMargin) then -- Ball hit paddle
- if gameState[1] == "win" then -- On first paddle hit after clearing a board, load the new board
- gameState = {}
- boardReset()
- gameLevel = gameLevel + 1
- if gameLevel < 11 then
- ballVel:set(ballVel * 1.15) -- Speed up
- end
- pendingSound = 1
- else
- cheatPaddle()
- end
- bounce('y', -1, paddleMargin)
- end
- end
- -- Build out LED "screen". The screen always contains at least two digits and is least significant digit first
- local i, tempPoints = 1,points
- while i < 3 or tempPoints > 0 do -- Slice one digit off the points at a time
- screen[i] = tempPoints % 10
- tempPoints = math.floor(tempPoints/10)
- i = i + 1
- end
- if ballAt.y <= bKill + ballMargin then -- Ball has hit kill plane
- if DEBUG_backBumper then -- IMMORTALITY!!
- bounce('y', -1, bKill)
- else
- gameState = {"dead", start=tim}
- nextSound(ballXyz(ballAt), sounds.fail)
- screen = {11, 10} -- Special characters : (
- end
- end
- else -- Death sequence logic
- if not gameState.substate then -- After death, do nothing at all and show the :(
- if tim - gameState.start > gameStateDeathRollover.silence then
- gameState.substate = "silence"
- screen = {} -- Clear all digits to nil
- end
- elseif gameState.substate == "silence" then -- Then do nothing for a bit
- if tim - gameState.start > gameStateDeathRollover.tone then
- gameState.substate = "tone"
- nextSound(ballXyz(vec2(0,0)), sounds.restart)
- end
- end -- Then let the tone play out until "reset"
- end
- end
- local function drawLed(root, character) -- Draw one digit of the LED screen
- if not character then return end
- for y=1,led.height do
- local line = root
- for x=1,led.width do
- line = line + lRight
- if character[x][y] then
- ledCube(line)
- end
- end
- root = root + lDown
- end
- end
- function lovr.draw(eye)
- lovr.graphics.clear()
-
- if fixedCamera then
- lovr.graphics.translate(0, 0, -2) -- Move backward so Go users can see the paddle
- end
- -- This bit draws a three-dimensional grid, but it contains an intentional bug.
- -- The bug results in an interesting and attractive abstract environment!
- local gs = 30
- local far = 1*gs
- local grid = 2*gs
- for x=-grid,grid,gs do for y=-grid,grid,gs do for z=-grid,grid,gs do
- lovr.graphics.line(-far, y, z, far, y, z)
- 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)
- end
- lovr.graphics.line(x, y, far, x, y, -far)
- end end end
- -- 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
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