Starbound/assets/devel/testconsole2/testconsolegui.lua
2025-03-21 22:23:30 +11:00

152 lines
3.8 KiB
Lua

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