embryo_pong.edc

Super-simple Pong implementation in pure embryo.

Super-simple Pong implementation in pure embryo.

#define DEBUG_ENABLE 0
#define FPS 30
#define COLOR_BG 50 50 50 255
#define COLOR_FG 222 222 222 255
#define PAD_SIZE 60
#define PAD_DISTANCE 20
#define BALL_SPEED 5.0
#define BALL_SPEEDUP 0.1
#define BALL_SIZE 10
collections {
group { name: "main";
min: 500 300;
script {
public ballx, bally;
public ballspeedx, ballspeedy;
public player_score, ai_score;
public game_reset() {
set_int(ai_score, 0);
set_int(player_score, 0);
set_text(PART:"score1", "0");
set_text(PART:"score2", "0");
game_init();
}
public game_init() {
set_float(ballspeedx, 0.0);
set_float(ballspeedy, 0.0);
set_float(ballx, 100);
set_float(bally, 100);
}
public start_game() {
set_float(ballspeedx, BALL_SPEED);
set_float(ballspeedy, BALL_SPEED * randf());
}
public player_wins() {
new buf[16]
set_int(player_score, get_int(player_score) + 1);
snprintf(buf, sizeof(buf), "%d", get_int(player_score));
set_text(PART:"score1", buf);
game_init();
}
public ai_wins() {
new buf[16]
set_int(ai_score, get_int(ai_score) + 1);
snprintf(buf, sizeof(buf), "%d", get_int(ai_score));
set_text(PART:"score2", buf);
game_init();
}
public game_loop(count) {
count++;
/* get field geometry */
new fx, fy, fw, fh;
get_geometry(PART:"bg", fx, fy, fw, fh);
/* get mouse coords */
new mx, my;
get_mouse(mx, my);
/* get the ball info */
new Float:bx = get_float(ballx);
new Float:by = get_float(bally);
new Float:speedx = get_float(ballspeedx);
new Float:speedy = get_float(ballspeedy);
/* move the player pad */
new pady = my - PAD_SIZE / 2;
if (pady < 0) pady = 0;
else if (pady + PAD_SIZE > fh) pady = fh - PAD_SIZE;
custom_state(PART:"pad1", "default", 0.0);
set_state_val(PART:"pad1", STATE_REL1_OFFSET, 20, pady);
set_state(PART:"pad1", "custom", 0.0);
/* move the AI pad */
new pad2y = round(by) - PAD_SIZE / 2 - BALL_SIZE / 2;
if (pad2y < 0) pad2y = 0;
else if (pad2y + PAD_SIZE > fh) pad2y = fh - PAD_SIZE;
custom_state(PART:"pad2", "default", 0.0);
set_state_val(PART:"pad2", STATE_REL1_OFFSET, 20, pad2y);
set_state(PART:"pad2", "custom", 0.0);
/* calc new ball position */
bx += speedx;
by += speedy;
/* check walls collision */
if (by < 0)
{
speedy = -speedy;
by = 0;
}
else if (by + BALL_SIZE > fh)
{
speedy = -speedy;
by = fh - BALL_SIZE - 1;
}
/* check player pad collision */
if ((speedx < 0) &&
(bx < PAD_DISTANCE + 10) && (bx > 0) &&
(by + BALL_SIZE > pady) && (by < pady + PAD_SIZE))
{
new Float:dy = by - pady - PAD_SIZE / 2;
speedy += dy / 10;
speedx = -speedx + BALL_SPEEDUP;
}
/* check AI pad collision */
else if ((bx + BALL_SIZE > fw - PAD_DISTANCE - 10) &&
(bx + BALL_SIZE < fw) &&
(by + BALL_SIZE > pad2y) && (by < pad2y + PAD_SIZE))
{
new Float:dy = by - pad2y - PAD_SIZE / 2;
speedy += dy / 10;
speedx = -speedx - BALL_SPEEDUP;
}
/* apply the new ball position */
custom_state(PART:"ball", "default", 0.0);
set_state_val(PART:"ball", STATE_REL1_OFFSET, round(bx), round(by));
set_state(PART:"ball", "custom", 0.0);
/* update global vars */
set_float(ballx, bx);
set_float(bally, by);
set_float(ballspeedx, speedx);
set_float(ballspeedy, speedy);
/* AI score a point */
if (bx < 0) ai_wins();
/* player score a point */
if (bx + BALL_SIZE > fw) player_wins();
/* show debug info (if debug enabled) */
#if DEBUG_ENABLE
new _buf[128];
snprintf(_buf, sizeof(_buf),
"loop:%d [speed %f %f] [mouse: %d %d] [ball: %f %f]",
count, speedx, speedy, mx, my, bx, by);
set_text(PART:"dbg", _buf);
#endif
/* recall the loop in n seconds */
timer(1.0 / FPS, "game_loop", count);
}
}
parts {
part { name: "bg";
type: RECT;
description { state: "default" 0.0;
color: COLOR_BG;
}
}
part { name: "net";
type: RECT;
description { state: "default" 0.0;
color: COLOR_FG;
max: 10 9999;
}
}
part { name: "score1";
type: TEXT;
description { state: "default" 0.0;
color: COLOR_FG;
rel2.relative: 0.5 0.5;
rel2.offset: -20 0;
text {
text: "0";
font: "Sans";
size: 50;
align: 1.0 0.0;
}
}
}
part { name: "score2";
type: TEXT;
description { state: "default" 0.0;
color: COLOR_FG;
rel1.relative: 0.5 0.0;
rel1.offset: 20 0;
text {
text: "0";
font: "Sans";
size: 50;
align: 0.0 0.0;
}
}
}
part { name: "pad1";
type: RECT;
description { state: "default" 0.0;
color: COLOR_FG;
max: 10 PAD_SIZE;
fixed: 1 1;
align: 0.0 0.0;
rel1.offset: PAD_DISTANCE 0;
}
}
part { name: "pad2";
type: RECT;
description { state: "default" 0.0;
color: COLOR_FG;
max: 10 PAD_SIZE;
fixed: 1 1;
align: 1.0 0.0;
rel2.offset: -PAD_DISTANCE 0;
}
}
part { name: "ball";
type: RECT;
description { state: "default" 0.0;
color: COLOR_FG;
max: BALL_SIZE BALL_SIZE;
fixed: 1 1;
align: 0.0 0.0;
rel1.offset: 100 100;
}
}
#if DEBUG_ENABLE
part { name: "dbg";
type: TEXT;
description { state: "default" 0.0;
color: 255 255 255 200;
text {
font: "Sans";
size: 12;
align: 1.0 1.0;
}
}
}
#endif
}
programs {
/* on load: reset the game and start the game loop */
program {
signal: "load";
source: "";
script {
game_reset();
timer(0.1 , "game_loop", 0);
}
}
/* mouse left click: start the game, if not yet started */
program {
signal: "mouse,down,1";
source: "bg";
script {
if (get_float(ballspeedx) == 0.0)
start_game();
}
}
/* mouse right click: restart the game*/
program {
signal: "mouse,down,3";
source: "bg";
script {
game_reset();
}
}
}
}
}