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@TheSeamau5
Last active August 29, 2015 14:13
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Pong in 3d using Graphics Engine in Elm
import Engine (..)
import Engine.Material.Material (MaterialProperty)
import Math.Vector3 (vec3, Vec3)
import Engine.Shader.GouraudShader (gouraudShader)
import Time (..)
import Signal (..)
import Keyboard
import Window
import Array (fromList)
import Graphics.Element (Element)
-- INPUT
type alias Input = {
space : Bool,
paddle1 : Int,
paddle2 : Int,
delta : Time
}
delta : Signal Time
delta = inSeconds <~ fps 35
input : Signal Input
input = sampleOn delta <| Input <~ Keyboard.space
~ map .y Keyboard.wasd
~ map .y Keyboard.arrows
~ delta
-- MODEL
(gameWidth, gameHeight) = (600, 400)
(halfWidth, halfHeight) = (300, 200)
type alias Object a = { a |
x : Float,
y : Float,
vx : Float,
vy : Float
}
type alias Ball = Object {}
type alias Player = Object { score : Int }
type State = Play | Pause
type alias Game = {
state : State,
ball : Ball,
player1 : Player,
player2 : Player
}
player : Float -> Player
player x = { x = x, y = 0, vx = 0, vy = 0, score = 0 }
defaultGame : Game
defaultGame = {
state = Pause,
ball = { x = 0, y = 0, vx = 200, vy = 200 },
player1 = player (20 - halfWidth),
player2 = player (halfWidth - 20) }
-- UPDATE
near : Float -> Float -> Float -> Bool
near n c m = m >= n - c && m <= n + c
within : Ball -> Player -> Bool
within ball player =
(ball.x |> near player.x 8) && (ball.y |> near player.y 20)
stepV : Float -> Bool -> Bool -> Float
stepV v lowerCollision upperCollision =
if | lowerCollision -> abs v
| upperCollision -> 0 - abs v
| otherwise -> v
stepObj : Time -> Object a -> Object a
stepObj t ({x,y,vx,vy} as obj) =
{ obj | x <- x + vx * t,
y <- y + vy * t }
stepBall : Time -> Ball -> Player -> Player -> Ball
stepBall t ({x,y,vx,vy} as ball) player1 player2 =
if not (ball.x |> near 0 halfWidth)
then { ball | x <- 0, y <- 0}
else
let vx' = stepV vx (ball `within` player1) (ball `within` player2)
vy' = stepV vy (y < 7 - halfHeight) (y > halfHeight - 7)
in
stepObj t { ball | vx <- vx', vy <- vy' }
stepPlyr : Time -> Int -> Int -> Player -> Player
stepPlyr t dir points player =
let player' = stepObj t { player | vy <- toFloat dir * 200 }
y' = clamp (22 - halfHeight) (halfHeight - 22) player'.y
score' = player.score + points
in
{ player' | y <- y', score <- score' }
stepGame : Input -> Game -> Game
stepGame {space, paddle1, paddle2, delta}
({state, ball, player1, player2} as game) =
let score1 = if ball.x > halfWidth then 1 else 0
score2 = if ball.x < -halfWidth then 1 else 0
state' = if | space -> Play
| score1 /= score2 -> Pause
| otherwise -> state
ball' = if state == Pause then ball
else stepBall delta ball player1 player2
player1' = stepPlyr delta paddle1 score1 player1
player2' = stepPlyr delta paddle2 score2 player2
in
{ game | state <- state',
ball <- ball',
player1 <- player1,
player2 <- player2'}
gameState : Signal Game
gameState = foldp stepGame defaultGame input
-- VIEW
pongGreen = vec3 (60 / 255) (100 / 255) (60 / 255)
white = vec3 1 1 1
blue = vec3 0 0 1
red = vec3 1 0 0
gouraudMaterial : Vec3 -> Material
gouraudMaterial color = {
material | fragmentShader <- gouraudShader,
emissive <- MaterialProperty color 1.0,
ambient <- MaterialProperty white 0.4,
diffuse <- MaterialProperty white 0.4,
specular <- MaterialProperty white 0.5 }
displayObj : Object a -> Renderable -> Renderable
displayObj object renderable =
{renderable | position <- vec3 object.x object.y 0,
material <- gouraudMaterial blue }
ballShape : Float -> Renderable
ballShape radius =
{ sphere | scale <- vec3 radius radius radius,
material <- gouraudMaterial red }
background : Vec3 -> Float -> Float -> Renderable
background color width height =
{ cube | position <- vec3 0 0 1,
scale <- vec3 width height 0.5,
material <- gouraudMaterial color }
paddleShape : Float -> Float -> Renderable
paddleShape width height =
{ cube | scale <- vec3 width height 1 }
display : (Int, Int) -> Game -> Element
display (w,h) {state, ball, player1, player2} =
let gameCamera = { camera |
position <- vec3 0 0 -550,
aspectRatio <- gameWidth / gameHeight }
gameLight = { light |
position <- vec3 -3 5 -4 }
gameDimensions = { width = gameWidth, height = gameHeight }
gameViewport = { viewport |
dimensions <- gameDimensions }
gameScene = { scene |
objects <- fromList [
background pongGreen gameWidth gameHeight,
displayObj ball (ballShape 15),
displayObj player1 (paddleShape 10 40),
displayObj player2 (paddleShape 10 40)
],
camera <- gameCamera,
light <- gameLight,
viewport <- gameViewport }
in render gameScene
main = map2 display Window.dimensions gameState
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