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Create pong game #11

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332 changes: 332 additions & 0 deletions pong game
Original file line number Diff line number Diff line change
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-- https://github.com/Ulydev/push
push = require 'push'
-- https://github.com/vrld/hump/blob/master/class.lua
Class = require 'class'
require 'Paddle'
require 'Ball'

-- size of our actual window
WINDOW_WIDTH = 1280
WINDOW_HEIGHT = 720

-- size we're trying to emulate with push
VIRTUAL_WIDTH = 432
VIRTUAL_HEIGHT = 243

-- paddle movement speed
PADDLE_SPEED = 200

--[[
Called just once at the beginning of the game; used to set up
game objects, variables, etc. and prepare the game world.
]]
function love.load()
-- set love's default filter to "nearest-neighbor", which essentially
-- means there will be no filtering of pixels (blurriness), which is
-- important for a nice crisp, 2D look
love.graphics.setDefaultFilter('nearest', 'nearest')

-- set the title of our application window
love.window.setTitle('Pong')

-- seed the RNG so that calls to random are always random
math.randomseed(os.time())

-- initialize our nice-looking retro text fonts
smallFont = love.graphics.newFont('font.ttf', 8)
largeFont = love.graphics.newFont('font.ttf', 16)
scoreFont = love.graphics.newFont('font.ttf', 32)
love.graphics.setFont(smallFont)

-- set up our sound effects; later, we can just index this table and
-- call each entry's `play` method
sounds = {
['paddle_hit'] = love.audio.newSource('sounds/paddle_hit.wav', 'static'),
['score'] = love.audio.newSource('sounds/score.wav', 'static'),
['wall_hit'] = love.audio.newSource('sounds/wall_hit.wav', 'static')
}

-- initialize our virtual resolution, which will be rendered within our
-- actual window no matter its dimensions
push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, {
fullscreen = false,
resizable = true,
vsync = true,
canvas = false
})

-- initialize our player paddles; make them global so that they can be
-- detected by other functions and modules
player1 = Paddle(10, 30, 5, 20)
player2 = Paddle(VIRTUAL_WIDTH - 10, VIRTUAL_HEIGHT - 30, 5, 20)

-- place a ball in the middle of the screen
ball = Ball(VIRTUAL_WIDTH / 2 - 2, VIRTUAL_HEIGHT / 2 - 2, 4, 4)

-- initialize score variables
player1Score = 0
player2Score = 0

-- either going to be 1 or 2; whomever is scored on gets to serve the
-- following turn
servingPlayer = 1

-- player who won the game; not set to a proper value until we reach
-- that state in the game
winningPlayer = 0

-- the state of our game; can be any of the following:
-- 1. 'start' (the beginning of the game, before first serve)
-- 2. 'serve' (waiting on a key press to serve the ball)
-- 3. 'play' (the ball is in play, bouncing between paddles)
-- 4. 'done' (the game is over, with a victor, ready for restart)
gameState = 'start'
end

--[[
Called whenever we change the dimensions of our window, as by dragging
out its bottom corner, for example. In this case, we only need to worry
about calling out to `push` to handle the resizing. Takes in a `w` and
`h` variable representing width and height, respectively.
]]
function love.resize(w, h)
push:resize(w, h)
end

--[[
Called every frame, passing in `dt` since the last frame. `dt`
is short for `deltaTime` and is measured in seconds. Multiplying
this by any changes we wish to make in our game will allow our
game to perform consistently across all hardware; otherwise, any
changes we make will be applied as fast as possible and will vary
across system hardware.
]]
function love.update(dt)
if gameState == 'serve' then
-- before switching to play, initialize ball's velocity based
-- on player who last scored
ball.dy = math.random(-50, 50)
if servingPlayer == 1 then
ball.dx = math.random(140, 200)
else
ball.dx = -math.random(140, 200)
end
elseif gameState == 'play' then
-- detect ball collision with paddles, reversing dx if true and
-- slightly increasing it, then altering the dy based on the position
-- at which it collided, then playing a sound effect
if ball:collides(player1) then
ball.dx = -ball.dx * 1.03
ball.x = player1.x + 5

-- keep velocity going in the same direction, but randomize it
if ball.dy < 0 then
ball.dy = -math.random(10, 150)
else
ball.dy = math.random(10, 150)
end

sounds['paddle_hit']:play()
end
if ball:collides(player2) then
ball.dx = -ball.dx * 1.03
ball.x = player2.x - 4

-- keep velocity going in the same direction, but randomize it
if ball.dy < 0 then
ball.dy = -math.random(10, 150)
else
ball.dy = math.random(10, 150)
end

sounds['paddle_hit']:play()
end

-- detect upper and lower screen boundary collision, playing a sound
-- effect and reversing dy if true
if ball.y <= 0 then
ball.y = 0
ball.dy = -ball.dy
sounds['wall_hit']:play()
end

-- -4 to account for the ball's size
if ball.y >= VIRTUAL_HEIGHT - 4 then
ball.y = VIRTUAL_HEIGHT - 4
ball.dy = -ball.dy
sounds['wall_hit']:play()
end

-- if we reach the left or right edge of the screen, go back to serve
-- and update the score and serving player
if ball.x < 0 then
servingPlayer = 1
player2Score = player2Score + 1
sounds['score']:play()

-- if we've reached a score of 10, the game is over; set the
-- state to done so we can show the victory message
if player2Score == 10 then
winningPlayer = 2
gameState = 'done'
else
gameState = 'serve'
-- places the ball in the middle of the screen, no velocity
ball:reset()
end
end

if ball.x > VIRTUAL_WIDTH then
servingPlayer = 2
player1Score = player1Score + 1
sounds['score']:play()

if player1Score == 10 then
winningPlayer = 1
gameState = 'done'
else
gameState = 'serve'
ball:reset()
end
end
end

--
-- paddles can move no matter what state we're in
--
-- player 1
if love.keyboard.isDown('w') then
player1.dy = -PADDLE_SPEED
elseif love.keyboard.isDown('s') then
player1.dy = PADDLE_SPEED
else
player1.dy = 0
end

-- player 2
if love.keyboard.isDown('up') then
player2.dy = -PADDLE_SPEED
elseif love.keyboard.isDown('down') then
player2.dy = PADDLE_SPEED
else
player2.dy = 0
end

-- update our ball based on its DX and DY only if we're in play state;
-- scale the velocity by dt so movement is framerate-independent
if gameState == 'play' then
ball:update(dt)
end

player1:update(dt)
player2:update(dt)
end

--[[
A callback that processes key strokes as they happen, just the once.
Does not account for keys that are held down, which is handled by a
separate function (`love.keyboard.isDown`). Useful for when we want
things to happen right away, just once, like when we want to quit.
]]
function love.keypressed(key)
-- `key` will be whatever key this callback detected as pressed
if key == 'escape' then
-- the function LÖVE2D uses to quit the application
love.event.quit()
-- if we press enter during either the start or serve phase, it should
-- transition to the next appropriate state
elseif key == 'enter' or key == 'return' then
if gameState == 'start' then
gameState = 'serve'
elseif gameState == 'serve' then
gameState = 'play'
elseif gameState == 'done' then
-- game is simply in a restart phase here, but will set the serving
-- player to the opponent of whomever won for fairness!
gameState = 'serve'

ball:reset()

-- reset scores to 0
player1Score = 0
player2Score = 0

-- decide serving player as the opposite of who won
if winningPlayer == 1 then
servingPlayer = 2
else
servingPlayer = 1
end
end
end
end

--[[
Called each frame after update; is responsible simply for
drawing all of our game objects and more to the screen.
]]
function love.draw()
-- begin drawing with push, in our virtual resolution
push:start()

love.graphics.clear(40, 45, 52, 255)

-- render different things depending on which part of the game we're in
if gameState == 'start' then
-- UI messages
love.graphics.setFont(smallFont)
love.graphics.printf('Welcome to Pong!', 0, 10, VIRTUAL_WIDTH, 'center')
love.graphics.printf('Press Enter to begin!', 0, 20, VIRTUAL_WIDTH, 'center')
elseif gameState == 'serve' then
-- UI messages
love.graphics.setFont(smallFont)
love.graphics.printf('Player ' .. tostring(servingPlayer) .. "'s serve!",
0, 10, VIRTUAL_WIDTH, 'center')
love.graphics.printf('Press Enter to serve!', 0, 20, VIRTUAL_WIDTH, 'center')
elseif gameState == 'play' then
-- no UI messages to display in play
elseif gameState == 'done' then
-- UI messages
love.graphics.setFont(largeFont)
love.graphics.printf('Player ' .. tostring(winningPlayer) .. ' wins!',
0, 10, VIRTUAL_WIDTH, 'center')
love.graphics.setFont(smallFont)
love.graphics.printf('Press Enter to restart!', 0, 30, VIRTUAL_WIDTH, 'center')
end

-- show the score before ball is rendered so it can move over the text
displayScore()

player1:render()
player2:render()
ball:render()

-- display FPS for debugging; simply comment out to remove
displayFPS()

-- end our drawing to push
push:finish()
end

--[[
Simple function for rendering the scores.
]]
function displayScore()
-- score display
love.graphics.setFont(scoreFont)
love.graphics.print(tostring(player1Score), VIRTUAL_WIDTH / 2 - 50,
VIRTUAL_HEIGHT / 3)
love.graphics.print(tostring(player2Score), VIRTUAL_WIDTH / 2 + 30,
VIRTUAL_HEIGHT / 3)
end

--[[
Renders the current FPS.
]]
function displayFPS()
-- simple FPS display across all states
love.graphics.setFont(smallFont)
love.graphics.setColor(0, 255, 0, 255)
love.graphics.print('FPS: ' .. tostring(love.timer.getFPS()), 10, 10)
love.graphics.setColor(255, 255, 255, 255)
end