v/examples/term.ui/pong.v

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// Copyright (c) 2020 Lars Pontoppidan. All rights reserved.
// Use of this source code is governed by the MIT license distributed with this software.
import term
import term.ui
import time
enum Mode {
menu
game
}
const (
player_one = 1 // Human control this racket
player_two = 0 // Take over this AI controller
white = ui.Color{255, 255, 255}
orange = ui.Color{255, 140, 0}
)
[heap]
struct App {
mut:
tui &ui.Context = 0
mode Mode = Mode.menu
width int
height int
game &Game = 0
dt f32
ticks i64
}
fn (mut a App) init() {
a.game = &Game{
app: a
}
w, h := a.tui.window_width, a.tui.window_height
a.width = w
a.height = h
term.erase_del_clear()
term.set_cursor_position(
x: 0
y: 0
)
}
fn (mut a App) start_game() {
if a.mode != .game {
a.mode = .game
}
a.game.init()
}
fn (mut a App) frame() {
ticks := time.ticks()
a.dt = f32(ticks - a.ticks) / 1000.0
a.width, a.height = a.tui.window_width, a.tui.window_height
if a.mode == .game {
a.game.update()
}
a.tui.clear()
a.render()
a.tui.flush()
a.ticks = ticks
}
fn (mut a App) quit() {
if a.mode != .menu {
a.game.quit()
return
}
term.set_cursor_position(
x: 0
y: 0
)
exit(0)
}
fn (mut a App) event(e &ui.Event) {
match e.typ {
.mouse_move {
if a.mode != .game {
return
}
// TODO mouse movement for real Pong sharks
// a.game.move_player(player_one, 0, -1)
}
.key_down {
match e.code {
.escape, .q {
a.quit()
}
.w {
if a.mode != .game {
return
}
a.game.move_player(player_one, 0, -1)
}
.a {
if a.mode != .game {
return
}
a.game.move_player(player_one, 0, -1)
}
.s {
if a.mode != .game {
return
}
a.game.move_player(player_one, 0, 1)
}
.d {
if a.mode != .game {
return
}
a.game.move_player(player_one, 0, 1)
}
.left {
if a.mode != .game {
return
}
a.game.move_player(player_two, 0, -1)
}
.right {
if a.mode != .game {
return
}
a.game.move_player(player_two, 0, 1)
}
.up {
if a.mode != .game {
return
}
a.game.move_player(player_two, 0, -1)
}
.down {
if a.mode != .game {
return
}
a.game.move_player(player_two, 0, 1)
}
.enter, .space {
if a.mode == .menu {
a.start_game()
}
}
else {}
}
}
else {}
}
}
fn (mut a App) free() {
unsafe {
a.game.free()
free(a.game)
}
}
fn (mut a App) render() {
match a.mode {
.menu { a.draw_menu() }
else { a.draw_game() }
}
}
fn (mut a App) draw_menu() {
cx := int(f32(a.width) * 0.5)
y025 := int(f32(a.height) * 0.25)
y075 := int(f32(a.height) * 0.75)
cy := int(f32(a.height) * 0.5)
//
a.tui.set_color(white)
a.tui.bold()
a.tui.draw_text(cx - 2, y025, 'VONG')
a.tui.reset()
a.tui.draw_text(cx - 13, y025 + 1, '(A game of Pong written in V)')
//
a.tui.set_color(white)
a.tui.bold()
a.tui.draw_text(cx - 3, cy + 1, 'START')
a.tui.reset()
//
a.tui.draw_text(cx - 9, y075 + 1, 'Press SPACE to start')
a.tui.reset()
a.tui.draw_text(cx - 5, y075 + 3, 'ESC to Quit')
a.tui.reset()
}
fn (mut a App) draw_game() {
a.game.draw()
}
struct Player {
mut:
game &Game
pos Vec
racket_size int = 4
score int
ai bool
}
fn (mut p Player) move(x f32, y f32) {
p.pos.x += x
p.pos.y += y
}
fn (mut p Player) update() {
if !p.ai {
return
}
if isnil(p.game) {
return
}
// dt := p.game.app.dt
ball := unsafe { &p.game.ball }
// Evil AI that eventually will take over the world
p.pos.y = ball.pos.y - int(f32(p.racket_size) * 0.5)
}
struct Vec {
mut:
x f32
y f32
}
fn (mut v Vec) set(x f32, y f32) {
v.x = x
v.y = y
}
struct Ball {
mut:
pos Vec
vel Vec
acc Vec
}
fn (mut b Ball) update(dt f32) {
b.pos.x += b.vel.x * b.acc.x * dt
b.pos.y += b.vel.y * b.acc.y * dt
}
[heap]
struct Game {
mut:
app &App = 0
players []Player
ball Ball
}
fn (mut g Game) move_player(id int, x int, y int) {
mut p := unsafe { &g.players[id] }
if p.ai { // disable AI when moved
p.ai = false
}
p.move(x, y)
}
fn (mut g Game) init() {
if g.players.len == 0 {
g.players = []Player{len: 2, init: Player{ // <- BUG omitting the init will result in smaller racket sizes???
game: g
}}
}
g.reset()
}
fn (mut g Game) reset() {
mut i := 0
for mut p in g.players {
p.score = 0
if i != player_one {
p.ai = true
}
i++
}
g.new_round()
}
fn (mut g Game) new_round() {
mut i := 0
for mut p in g.players {
p.pos.x = if i == 0 { 3 } else { g.app.width - 2 }
p.pos.y = f32(g.app.height) * 0.5 - f32(p.racket_size) * 0.5
i++
}
g.ball.pos.set(f32(g.app.width) * 0.5, f32(g.app.height) * 0.5)
g.ball.vel.set(-8, -15)
g.ball.acc.set(2.0, 1.0)
}
fn (mut g Game) update() {
dt := g.app.dt
mut b := unsafe { &g.ball }
for mut p in g.players {
p.update()
// Keep rackets within the game area
if p.pos.y <= 0 {
p.pos.y = 1
}
if p.pos.y + p.racket_size >= g.app.height {
p.pos.y = g.app.height - p.racket_size - 1
}
// Check ball collision
// Player left side
if p.pos.x < f32(g.app.width) * 0.5 {
// Racket collision
if b.pos.x <= p.pos.x + 1 {
if b.pos.y >= p.pos.y && b.pos.y <= p.pos.y + p.racket_size {
b.vel.x *= -1
}
}
// Behind racket
if b.pos.x < p.pos.x {
g.players[1].score++
g.new_round()
}
} else {
// Player right side
if b.pos.x >= p.pos.x - 1 {
if b.pos.y >= p.pos.y && b.pos.y <= p.pos.y + p.racket_size {
b.vel.x *= -1
}
}
if b.pos.x > p.pos.x {
g.players[0].score++
g.new_round()
}
}
}
if b.pos.x <= 1 || b.pos.x >= g.app.width {
b.vel.x *= -1
}
if b.pos.y <= 2 || b.pos.y >= g.app.height {
b.vel.y *= -1
}
b.update(dt)
}
fn (mut g Game) quit() {
if g.app.mode != .game {
return
}
g.app.mode = .menu
}
fn (mut g Game) draw_big_digit(px f32, py f32, digit int) {
// TODO use draw_line or draw_point to fix tearing with non-monospaced terminal fonts
mut gfx := g.app.tui
x, y := int(px), int(py)
match digit {
0 {
gfx.draw_text(x, y + 0, '')
gfx.draw_text(x, y + 1, ' ')
gfx.draw_text(x, y + 2, ' ')
gfx.draw_text(x, y + 3, ' ')
gfx.draw_text(x, y + 4, '')
}
1 {
gfx.draw_text(x + 3, y + 0, '')
gfx.draw_text(x + 3, y + 1, '')
gfx.draw_text(x + 3, y + 2, '')
gfx.draw_text(x + 3, y + 3, '')
gfx.draw_text(x + 3, y + 4, '')
}
2 {
gfx.draw_text(x, y + 0, '')
gfx.draw_text(x, y + 1, ' ')
gfx.draw_text(x, y + 2, '')
gfx.draw_text(x, y + 3, '')
gfx.draw_text(x, y + 4, '')
}
3 {
gfx.draw_text(x, y + 0, '')
gfx.draw_text(x, y + 1, ' ')
gfx.draw_text(x, y + 2, ' ')
gfx.draw_text(x, y + 3, ' ')
gfx.draw_text(x, y + 4, '')
}
4 {
gfx.draw_text(x, y + 0, ' ')
gfx.draw_text(x, y + 1, ' ')
gfx.draw_text(x, y + 2, '')
gfx.draw_text(x, y + 3, ' ')
gfx.draw_text(x, y + 4, ' ')
}
5 {
gfx.draw_text(x, y + 0, '')
gfx.draw_text(x, y + 1, '')
gfx.draw_text(x, y + 2, '')
gfx.draw_text(x, y + 3, ' ')
gfx.draw_text(x, y + 4, '')
}
6 {
gfx.draw_text(x, y + 0, '')
gfx.draw_text(x, y + 1, '')
gfx.draw_text(x, y + 2, '')
gfx.draw_text(x, y + 3, ' ')
gfx.draw_text(x, y + 4, '')
}
7 {
gfx.draw_text(x, y + 0, '')
gfx.draw_text(x, y + 1, ' ')
gfx.draw_text(x, y + 2, ' ')
gfx.draw_text(x, y + 3, ' ')
gfx.draw_text(x, y + 4, ' ')
}
8 {
gfx.draw_text(x, y + 0, '')
gfx.draw_text(x, y + 1, ' ')
gfx.draw_text(x, y + 2, '')
gfx.draw_text(x, y + 3, ' ')
gfx.draw_text(x, y + 4, '')
}
9 {
gfx.draw_text(x, y + 0, '')
gfx.draw_text(x, y + 1, ' ')
gfx.draw_text(x, y + 2, '')
gfx.draw_text(x, y + 3, ' ')
gfx.draw_text(x, y + 4, '')
}
else {}
}
}
fn (mut g Game) draw() {
mut gfx := g.app.tui
gfx.set_bg_color(white)
// Border
gfx.draw_empty_rect(1, 1, g.app.width, g.app.height)
// Center line
gfx.draw_dashed_line(int(f32(g.app.width) * 0.5), 0, int(f32(g.app.width) * 0.5),
int(g.app.height))
border := 1
mut y, mut x := 0, 0
for p in g.players {
x = int(p.pos.x)
y = int(p.pos.y)
gfx.reset_bg_color()
gfx.set_color(white)
if x < f32(g.app.width) * 0.5 {
g.draw_big_digit(f32(g.app.width) * 0.25, 3, p.score)
} else {
g.draw_big_digit(f32(g.app.width) * 0.75, 3, p.score)
}
gfx.reset_color()
gfx.set_bg_color(white)
// Racket
gfx.draw_line(x, y + border, x, y + p.racket_size)
}
// Ball
gfx.draw_point(int(g.ball.pos.x), int(g.ball.pos.y))
// gfx.draw_text(22,2,'$g.ball.pos')
gfx.reset_bg_color()
}
fn (mut g Game) free() {
g.players.clear()
}
// TODO Remove these wrapper functions when we can assign methods as callbacks
fn init(x voidptr) {
mut app := &App(x)
app.init()
}
fn frame(x voidptr) {
mut app := &App(x)
app.frame()
}
fn cleanup(x voidptr) {
mut app := &App(x)
app.free()
}
fn fail(error string) {
eprintln(error)
}
fn event(e &ui.Event, x voidptr) {
mut app := &App(x)
app.event(e)
}
fn main() {
mut app := &App{}
app.tui = ui.init(
user_data: app
init_fn: init
frame_fn: frame
cleanup_fn: cleanup
event_fn: event
fail_fn: fail
capture_events: true
hide_cursor: true
frame_rate: 60
)
app.tui.run() ?
}