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Created October 31, 2020 15:40
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CS50 Solution pset8 game track pong
--[[
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
--[[
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})
--[[
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
--[[
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
-- 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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