v1.4.4
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9c94d113d3
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152
assets/devel/testconsole2/testconsolegui.lua
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152
assets/devel/testconsole2/testconsolegui.lua
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windowCenter = {196, 104}
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gameDims = {100, 70}
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paddleDims = {2, 8}
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ballDims = {3, 3}
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ballSpeed = 60
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paddleSpeed = 60
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gameRect = {
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windowCenter[1] - gameDims[1] - ballDims[1],
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windowCenter[2] - gameDims[2] - ballDims[2],
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windowCenter[1] + gameDims[1] + ballDims[1],
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windowCenter[2] + gameDims[2] + ballDims[2]
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}
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p1, p2, ball = {}, {}, {}
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function init()
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newGame()
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self.canvas = widget.bindCanvas("scriptCanvas")
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widget.focus("scriptCanvas")
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end
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function newGame()
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p1.pos = {windowCenter[1] - gameDims[1] + 5, windowCenter[2]}
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p2.pos = {windowCenter[1] + gameDims[1] - 5, windowCenter[2]}
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p1.score = 0
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p2.score = 0
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p1.move = 0
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p2.move = 0
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resetBall()
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end
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function update(dt)
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self.canvas:clear()
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ball.pos[1] = ball.pos[1] + ball.vel[1] * dt
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ball.pos[2] = ball.pos[2] + ball.vel[2] * dt
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p1.pos[2] = p1.pos[2] + p1.move * dt
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p2.pos[2] = p2.pos[2] + p2.move * dt
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if ball.pos[2] >= windowCenter[2] + gameDims[2] or ball.pos[2] <= windowCenter[2] - gameDims[2] then
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ball.vel[2] = -ball.vel[2]
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end
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if ballHitPaddle(p1) then
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ball.vel[1] = ballSpeed
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elseif ballHitPaddle(p2) then
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ball.vel[1] = -ballSpeed
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end
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if ball.pos[1] >= windowCenter[1] + gameDims[1] then
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p1.score = p1.score + 1
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resetBall()
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elseif ball.pos[1] <= windowCenter[1] - gameDims[1] then
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p2.score = p2.score + 1
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resetBall()
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end
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drawBorders()
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drawPaddle(p1)
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drawPaddle(p2)
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drawBall()
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drawScore()
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end
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function resetBall()
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ball.pos = {windowCenter[1], windowCenter[2]}
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ball.vel = {ballSpeed * util.randomDirection(), ballSpeed * util.randomDirection()}
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end
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function ballHitPaddle(paddle)
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return math.abs(ball.pos[1] - paddle.pos[1]) < paddleDims[1] + ballDims[1] and math.abs(ball.pos[2] - paddle.pos[2]) < paddleDims[2]
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end
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function drawBorders()
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self.canvas:drawRect(
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gameRect,
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{0, 40, 0}
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)
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end
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function drawBall()
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self.canvas:drawRect(
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{ball.pos[1] - ballDims[1], ball.pos[2] - ballDims[2], ball.pos[1] + ballDims[1], ball.pos[2] + ballDims[2]},
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{255, 255, 255}
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)
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end
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function drawPaddle(paddle)
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self.canvas:drawRect(
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{paddle.pos[1] - paddleDims[1], paddle.pos[2] - paddleDims[2], paddle.pos[1] + paddleDims[1], paddle.pos[2] + paddleDims[2]},
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{255, 255, 255}
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)
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end
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function drawScore()
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self.canvas:drawText(
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"Player 1: "..p1.score,
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{position={gameRect[1] - 85, gameRect[4]}, horizontalAnchor="left", verticalAnchor="top"},
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14,
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{255, 255, 255}
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)
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self.canvas:drawText(
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"Player 2: "..p2.score,
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{position={gameRect[3] + 5, gameRect[4]}, horizontalAnchor="left", verticalAnchor="top"},
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14,
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{255, 255, 255}
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)
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end
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function canvasClickEvent(position, button, isButtonDown)
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sb.logInfo("Mouse button %s was %s at %s", button, isButtonDown and "pressed" or "released", position)
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end
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function canvasKeyEvent(key, isKeyDown)
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sb.logInfo("Key %s was %s", key, isKeyDown and "pressed" or "released")
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if key == 43 then
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p1.move = isKeyDown and paddleSpeed or 0
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elseif key == 68 then
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p1.move = isKeyDown and -paddleSpeed or 0
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elseif key == 87 then
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p2.move = isKeyDown and paddleSpeed or 0
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elseif key == 88 then
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p2.move = isKeyDown and -paddleSpeed or 0
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end
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end
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function printTable(t, indent)
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if not indent then
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indent = ""
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sb.logInfo("Printing table...")
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end
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local tnames = {}
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for k,v in pairs(t) do
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tnames[#tnames + 1] = k
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end
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table.sort(tnames, function(a, b) return a < b end)
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for _, key in ipairs(tnames) do
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if type(t[key]) == "table" then
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sb.logInfo(indent.."table "..key)
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printTable(t[key], indent.." ")
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elseif type(t[key]) == "function" then
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sb.logInfo(indent.."function "..key)
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else
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sb.logInfo(indent..type(t[key]).." "..key.." = %s", t[key])
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end
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end
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end
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