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CS50 Solution pset8 game track pong
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--[[ | |
This is CS50 2019. | |
Games Track | |
Pong | |
-- Ball Class -- | |
Author: Colton Ogden | |
[email protected] | |
Represents a ball which will bounce back and forth between paddles | |
and walls until it passes a left or right boundary of the screen, | |
scoring a point for the opponent. | |
]] | |
Ball = Class{} | |
function Ball:init(x, y, width, height) | |
self.x = x | |
self.y = y | |
self.width = width | |
self.height = height | |
-- these variables are for keeping track of our velocity on both the | |
-- X and Y axis, since the ball can move in two dimensions | |
self.dy = math.random(2) == 1 and -100 or 100 | |
self.dx = math.random(2) == 1 and math.random(-80, -100) or math.random(80, 100) | |
end | |
--[[ | |
Expects a paddle as an argument and returns true or false, depending | |
on whether their rectangles overlap. | |
]] | |
function Ball:collides(paddle) | |
-- first, check to see if the left edge of either is farther to the right | |
-- than the right edge of the other | |
if self.x > paddle.x + paddle.width or paddle.x > self.x + self.width then | |
return false | |
end | |
-- then check to see if the bottom edge of either is higher than the top | |
-- edge of the other | |
if self.y > paddle.y + paddle.height or paddle.y > self.y + self.height then | |
return false | |
end | |
-- if the above aren't true, they're overlapping | |
return true | |
end | |
--[[ | |
Places the ball in the middle of the screen, with an initial random velocity | |
on both axes. | |
]] | |
function Ball:reset() | |
self.x = VIRTUAL_WIDTH / 2 - 2 | |
self.y = VIRTUAL_HEIGHT / 2 - 2 | |
self.dy = math.random(2) == 1 and -100 or 100 | |
self.dx = math.random(-50, 50) | |
end | |
--[[ | |
Simply applies velocity to position, scaled by deltaTime. | |
]] | |
function Ball:update(dt) | |
self.x = self.x + self.dx * dt | |
self.y = self.y + self.dy * dt | |
end | |
function Ball:render() | |
love.graphics.rectangle('fill', self.x, self.y, self.width, self.height) | |
end |
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--[[ | |
Copyright (c) 2010-2013 Matthias Richter | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in | |
all copies or substantial portions of the Software. | |
Except as contained in this notice, the name(s) of the above copyright holders | |
shall not be used in advertising or otherwise to promote the sale, use or | |
other dealings in this Software without prior written authorization. | |
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN | |
THE SOFTWARE. | |
]]-- | |
local function include_helper(to, from, seen) | |
if from == nil then | |
return to | |
elseif type(from) ~= 'table' then | |
return from | |
elseif seen[from] then | |
return seen[from] | |
end | |
seen[from] = to | |
for k,v in pairs(from) do | |
k = include_helper({}, k, seen) -- keys might also be tables | |
if to[k] == nil then | |
to[k] = include_helper({}, v, seen) | |
end | |
end | |
return to | |
end | |
-- deeply copies `other' into `class'. keys in `other' that are already | |
-- defined in `class' are omitted | |
local function include(class, other) | |
return include_helper(class, other, {}) | |
end | |
-- returns a deep copy of `other' | |
local function clone(other) | |
return setmetatable(include({}, other), getmetatable(other)) | |
end | |
local function new(class) | |
-- mixins | |
class = class or {} -- class can be nil | |
local inc = class.__includes or {} | |
if getmetatable(inc) then inc = {inc} end | |
for _, other in ipairs(inc) do | |
if type(other) == "string" then | |
other = _G[other] | |
end | |
include(class, other) | |
end | |
-- class implementation | |
class.__index = class | |
class.init = class.init or class[1] or function() end | |
class.include = class.include or include | |
class.clone = class.clone or clone | |
-- constructor call | |
return setmetatable(class, {__call = function(c, ...) | |
local o = setmetatable({}, c) | |
o:init(...) | |
return o | |
end}) | |
end | |
-- interface for cross class-system compatibility (see https://github.com/bartbes/Class-Commons). | |
if class_commons ~= false and not common then | |
common = {} | |
function common.class(name, prototype, parent) | |
return new{__includes = {prototype, parent}} | |
end | |
function common.instance(class, ...) | |
return class(...) | |
end | |
end | |
-- the module | |
return setmetatable({new = new, include = include, clone = clone}, | |
{__call = function(_,...) return new(...) end}) |
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--[[ | |
GD50 2018 | |
Pong Remake | |
pong-12 | |
"The Resize Update" | |
Author: Colton Ogden | |
[email protected] | |
Originally programmed by Atari in 1972. Features two | |
paddles, controlled by players, with the goal of getting | |
the ball past your opponent's edge. First to 10 points wins. | |
This version is built to more closely resemble the NES than | |
the original Pong machines or the Atari 2600 in terms of | |
resolution, though in widescreen (16:9) so it looks nicer on | |
modern systems. | |
]] | |
-- push is a library that will allow us to draw our game at a virtual | |
-- resolution, instead of however large our window is; used to provide | |
-- a more retro aesthetic | |
-- | |
-- https://github.com/Ulydev/push | |
push = require 'push' | |
-- the "Class" library we're using will allow us to represent anything in | |
-- our game as code, rather than keeping track of many disparate variables and | |
-- methods | |
Class = require 'class' | |
-- our Paddle class, which stores position and dimensions for each Paddle | |
-- and the logic for rendering them | |
require 'Paddle' | |
-- our Ball class, which isn't much different than a Paddle structure-wise | |
-- but which will mechanically function very differently | |
require 'Ball' | |
WINDOW_WIDTH = 1280 | |
WINDOW_HEIGHT = 720 | |
VIRTUAL_WIDTH = 432 | |
VIRTUAL_HEIGHT = 243 | |
-- speed at which we will move our paddle; multiplied by dt in update | |
PADDLE_SPEED = 200 | |
--[[ | |
Runs when the game first starts up, only once; used to initialize the game. | |
]] | |
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 | |
-- use the current time, since that will vary on startup every time | |
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 window with virtual resolution | |
push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, { | |
fullscreen = false, | |
resizable = true, | |
vsync = true | |
}) | |
-- initialize score variables, used for rendering on the screen and keeping | |
-- track of the winner | |
player1Score = 0 | |
player2Score = 0 | |
-- either going to be 1 or 2; whomever is scored on gets to serve the | |
-- following turn | |
servingPlayer = 1 | |
-- initialize player paddles and ball | |
player1 = Paddle(10, 30, 5, 20) | |
player2 = Paddle(VIRTUAL_WIDTH - 15, VIRTUAL_HEIGHT - 30, 5, 20) | |
ball = Ball(VIRTUAL_WIDTH / 2 - 2, VIRTUAL_HEIGHT / 2 - 2, 4, 4) | |
gameState = 'start' | |
end | |
--[[ | |
Called by LÖVE whenever we resize the screen; here, we just want to pass in the | |
width and height to push so our virtual resolution can be resized as needed. | |
]] | |
function love.resize(w, h) | |
push:resize(w, h) | |
end | |
--[[ | |
Runs every frame, with "dt" passed in, our delta in seconds | |
since the last frame, which LÖVE2D supplies us. | |
]] | |
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 of collision | |
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 and reverse if collided | |
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 start and update the score | |
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 | |
-- player 1 movement | |
player1.y = ball.y - 10 | |
-- player 2 movement | |
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 | |
--[[ | |
Keyboard handling, called by LÖVE2D each frame; | |
passes in the key we pressed so we can access. | |
]] | |
function love.keypressed(key) | |
if key == 'escape' then | |
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 after update by LÖVE2D, used to draw anything to the screen, | |
updated or otherwise. | |
]] | |
function love.draw() | |
push:apply('start') | |
-- clear the screen with a specific color; in this case, a color similar | |
-- to some versions of the original Pong | |
love.graphics.clear(40/255, 45/255, 52/255, 255/255) | |
love.graphics.setFont(smallFont) | |
displayScore() | |
if gameState == 'start' then | |
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 | |
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 | |
player1:render() | |
player2:render() | |
ball:render() | |
displayFPS() | |
push:apply('end') | |
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) | |
end | |
--[[ | |
Simply draws the score to the screen. | |
]] | |
function displayScore() | |
-- draw score on the left and right center of the screen | |
-- need to switch font to draw before actually printing | |
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 |
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--[[ | |
This is CS50 2019. | |
Games Track | |
Pong | |
-- Paddle Class -- | |
Author: Colton Ogden | |
[email protected] | |
Represents a paddle that can move up and down. Used in the main | |
program to deflect the ball back toward the opponent. | |
]] | |
Paddle = Class{} | |
--[[ | |
The `init` function on our class is called just once, when the object | |
is first created. Used to set up all variables in the class and get it | |
ready for use. | |
Our Paddle should take an X and a Y, for positioning, as well as a width | |
and height for its dimensions. | |
Note that `self` is a reference to *this* object, whichever object is | |
instantiated at the time this function is called. Different objects can | |
have their own x, y, width, and height values, thus serving as containers | |
for data. In this sense, they're very similar to structs in C. | |
]] | |
function Paddle:init(x, y, width, height) | |
self.x = x | |
self.y = y | |
self.width = width | |
self.height = height | |
self.dy = 0 | |
end | |
function Paddle:update(dt) | |
-- math.max here ensures that we're the greater of 0 or the player's | |
-- current calculated Y position when pressing up so that we don't | |
-- go into the negatives; the movement calculation is simply our | |
-- previously-defined paddle speed scaled by dt | |
if self.dy < 0 then | |
self.y = math.max(0, self.y + self.dy * dt) | |
-- similar to before, this time we use math.min to ensure we don't | |
-- go any farther than the bottom of the screen minus the paddle's | |
-- height (or else it will go partially below, since position is | |
-- based on its top left corner) | |
else | |
self.y = math.min(VIRTUAL_HEIGHT - self.height, self.y + self.dy * dt) | |
end | |
end | |
--[[ | |
To be called by our main function in `love.draw`, ideally. Uses | |
LÖVE2D's `rectangle` function, which takes in a draw mode as the first | |
argument as well as the position and dimensions for the rectangle. To | |
change the color, one must call `love.graphics.setColor`. As of the | |
newest version of LÖVE2D, you can even draw rounded rectangles! | |
]] | |
function Paddle:render() | |
love.graphics.rectangle('fill', self.x, self.y, self.width, self.height) | |
end |
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-- push.lua v0.3 | |
-- Copyright (c) 2018 Ulysse Ramage | |
-- Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
-- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
local love11 = love.getVersion() == 11 | |
local getDPI = love11 and love.window.getDPIScale or love.window.getPixelScale | |
local windowUpdateMode = love11 and love.window.updateMode or function(width, height, settings) | |
local _, _, flags = love.window.getMode() | |
for k, v in pairs(settings) do flags[k] = v end | |
love.window.setMode(width, height, flags) | |
end | |
local push = { | |
defaults = { | |
fullscreen = false, | |
resizable = false, | |
pixelperfect = false, | |
highdpi = true, | |
canvas = true, | |
stencil = true | |
} | |
} | |
setmetatable(push, push) | |
function push:applySettings(settings) | |
for k, v in pairs(settings) do | |
self["_" .. k] = v | |
end | |
end | |
function push:resetSettings() return self:applySettings(self.defaults) end | |
function push:setupScreen(WWIDTH, WHEIGHT, RWIDTH, RHEIGHT, settings) | |
settings = settings or {} | |
self._WWIDTH, self._WHEIGHT = WWIDTH, WHEIGHT | |
self._RWIDTH, self._RHEIGHT = RWIDTH, RHEIGHT | |
self:applySettings(self.defaults) --set defaults first | |
self:applySettings(settings) --then fill with custom settings | |
windowUpdateMode(self._RWIDTH, self._RHEIGHT, { | |
fullscreen = self._fullscreen, | |
resizable = self._resizable, | |
highdpi = self._highdpi | |
}) | |
self:initValues() | |
if self._canvas then | |
self:setupCanvas({ "default" }) --setup canvas | |
end | |
self._borderColor = {0, 0, 0} | |
self._drawFunctions = { | |
["start"] = self.start, | |
["end"] = self.finish | |
} | |
return self | |
end | |
function push:setupCanvas(canvases) | |
table.insert(canvases, { name = "_render", private = true }) --final render | |
self._canvas = true | |
self.canvases = {} | |
for i = 1, #canvases do | |
push:addCanvas(canvases[i]) | |
end | |
return self | |
end | |
function push:addCanvas(params) | |
table.insert(self.canvases, { | |
name = params.name, | |
private = params.private, | |
shader = params.shader, | |
canvas = love.graphics.newCanvas(self._WWIDTH, self._WHEIGHT), | |
stencil = params.stencil or self._stencil | |
}) | |
end | |
function push:setCanvas(name) | |
if not self._canvas then return true end | |
return love.graphics.setCanvas(self:getCanvasTable(name).canvas) | |
end | |
function push:getCanvasTable(name) | |
for i = 1, #self.canvases do | |
if self.canvases[i].name == name then | |
return self.canvases[i] | |
end | |
end | |
end | |
function push:setShader(name, shader) | |
if not shader then | |
self:getCanvasTable("_render").shader = name | |
else | |
self:getCanvasTable(name).shader = shader | |
end | |
end | |
function push:initValues() | |
self._PSCALE = (not love11 and self._highdpi) and getDPI() or 1 | |
self._SCALE = { | |
x = self._RWIDTH/self._WWIDTH * self._PSCALE, | |
y = self._RHEIGHT/self._WHEIGHT * self._PSCALE | |
} | |
if self._stretched then --if stretched, no need to apply offset | |
self._OFFSET = {x = 0, y = 0} | |
else | |
local scale = math.min(self._SCALE.x, self._SCALE.y) | |
if self._pixelperfect then scale = math.floor(scale) end | |
self._OFFSET = {x = (self._SCALE.x - scale) * (self._WWIDTH/2), y = (self._SCALE.y - scale) * (self._WHEIGHT/2)} | |
self._SCALE.x, self._SCALE.y = scale, scale --apply same scale to X and Y | |
end | |
self._GWIDTH = self._RWIDTH * self._PSCALE - self._OFFSET.x * 2 | |
self._GHEIGHT = self._RHEIGHT * self._PSCALE - self._OFFSET.y * 2 | |
end | |
function push:apply(operation, shader) | |
self._drawFunctions[operation](self, shader) | |
end | |
function push:start() | |
if self._canvas then | |
love.graphics.push() | |
love.graphics.setCanvas({ self.canvases[1].canvas, stencil = self.canvases[1].stencil }) | |
else | |
love.graphics.translate(self._OFFSET.x, self._OFFSET.y) | |
love.graphics.setScissor(self._OFFSET.x, self._OFFSET.y, self._WWIDTH*self._SCALE.x, self._WHEIGHT*self._SCALE.y) | |
love.graphics.push() | |
love.graphics.scale(self._SCALE.x, self._SCALE.y) | |
end | |
end | |
function push:applyShaders(canvas, shaders) | |
local _shader = love.graphics.getShader() | |
if #shaders <= 1 then | |
love.graphics.setShader(shaders[1]) | |
love.graphics.draw(canvas) | |
else | |
local _canvas = love.graphics.getCanvas() | |
local _tmp = self:getCanvasTable("_tmp") | |
if not _tmp then --create temp canvas only if needed | |
self:addCanvas({ name = "_tmp", private = true, shader = nil }) | |
_tmp = self:getCanvasTable("_tmp") | |
end | |
love.graphics.push() | |
love.graphics.origin() | |
local outputCanvas | |
for i = 1, #shaders do | |
local inputCanvas = i % 2 == 1 and canvas or _tmp.canvas | |
outputCanvas = i % 2 == 0 and canvas or _tmp.canvas | |
love.graphics.setCanvas(outputCanvas) | |
love.graphics.clear() | |
love.graphics.setShader(shaders[i]) | |
love.graphics.draw(inputCanvas) | |
love.graphics.setCanvas(inputCanvas) | |
end | |
love.graphics.pop() | |
love.graphics.setCanvas(_canvas) | |
love.graphics.draw(outputCanvas) | |
end | |
love.graphics.setShader(_shader) | |
end | |
function push:finish(shader) | |
love.graphics.setBackgroundColor(unpack(self._borderColor)) | |
if self._canvas then | |
local _render = self:getCanvasTable("_render") | |
love.graphics.pop() | |
local white = love11 and 1 or 255 | |
love.graphics.setColor(white, white, white) | |
--draw canvas | |
love.graphics.setCanvas(_render.canvas) | |
for i = 1, #self.canvases do --do not draw _render yet | |
local _table = self.canvases[i] | |
if not _table.private then | |
local _canvas = _table.canvas | |
local _shader = _table.shader | |
self:applyShaders(_canvas, type(_shader) == "table" and _shader or { _shader }) | |
end | |
end | |
love.graphics.setCanvas() | |
--draw render | |
love.graphics.translate(self._OFFSET.x, self._OFFSET.y) | |
local shader = shader or _render.shader | |
love.graphics.push() | |
love.graphics.scale(self._SCALE.x, self._SCALE.y) | |
self:applyShaders(_render.canvas, type(shader) == "table" and shader or { shader }) | |
love.graphics.pop() | |
--clear canvas | |
for i = 1, #self.canvases do | |
love.graphics.setCanvas(self.canvases[i].canvas) | |
love.graphics.clear() | |
end | |
love.graphics.setCanvas() | |
love.graphics.setShader() | |
else | |
love.graphics.pop() | |
love.graphics.setScissor() | |
end | |
end | |
function push:setBorderColor(color, g, b) | |
self._borderColor = g and {color, g, b} or color | |
end | |
function push:toGame(x, y) | |
x, y = x - self._OFFSET.x, y - self._OFFSET.y | |
local normalX, normalY = x / self._GWIDTH, y / self._GHEIGHT | |
x = (x >= 0 and x <= self._WWIDTH * self._SCALE.x) and normalX * self._WWIDTH or nil | |
y = (y >= 0 and y <= self._WHEIGHT * self._SCALE.y) and normalY * self._WHEIGHT or nil | |
return x, y | |
end | |
--doesn't work - TODO | |
function push:toReal(x, y) | |
return x + self._OFFSET.x, y + self._OFFSET.y | |
end | |
function push:switchFullscreen(winw, winh) | |
self._fullscreen = not self._fullscreen | |
local windowWidth, windowHeight = love.window.getDesktopDimensions() | |
if self._fullscreen then --save windowed dimensions for later | |
self._WINWIDTH, self._WINHEIGHT = self._RWIDTH, self._RHEIGHT | |
elseif not self._WINWIDTH or not self._WINHEIGHT then | |
self._WINWIDTH, self._WINHEIGHT = windowWidth * .5, windowHeight * .5 | |
end | |
self._RWIDTH = self._fullscreen and windowWidth or winw or self._WINWIDTH | |
self._RHEIGHT = self._fullscreen and windowHeight or winh or self._WINHEIGHT | |
self:initValues() | |
love.window.setFullscreen(self._fullscreen, "desktop") | |
if not self._fullscreen and (winw or winh) then | |
windowUpdateMode(self._RWIDTH, self._RHEIGHT) --set window dimensions | |
end | |
end | |
function push:resize(w, h) | |
if self._highdpi then w, h = w / self._PSCALE, h / self._PSCALE end | |
self._RWIDTH = w | |
self._RHEIGHT = h | |
self:initValues() | |
end | |
function push:getWidth() return self._WWIDTH end | |
function push:getHeight() return self._WHEIGHT end | |
function push:getDimensions() return self._WWIDTH, self._WHEIGHT end | |
return push |
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