Created
January 15, 2013 14:27
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"Marmalade Quick" lua-based simple Ping Pong game
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--[[ | |
Provided by Tim Closs see https://devnet.madewithmarmalade.com/questions/3701/kinematic-bodies-in-marmalade-quick.html | |
Ping pong game. | |
Drag the bats up and down, and attempt to keep the ball in play. | |
The bats and ball are physics "sensor" objects, so generate collision | |
events but no physical responses. | |
--]] | |
local dw = director.displayWidth | |
local dh = director.displayHeight | |
local batW = 20 | |
local batH = 80 | |
local ballSpeed = 3 | |
physics:setGravity(0, 0) | |
-- Touch listener to drag bats | |
function dragBat(event) | |
local bat = event.target | |
if event.phase == "began" then | |
bat.yTouchLast = event.y | |
elseif event.phase == "moved" then | |
bat.yVel = event.y - bat.yTouchLast; | |
bat.yTouchLast = event.y | |
bat.y = bat.y + bat.yVel | |
end | |
end | |
-- Collision listener | |
function hit(event) | |
if event.phase == "began" then | |
local bat, ball | |
if event.nodeA.radius then | |
bat = event.nodeB | |
ball = event.nodeA | |
else | |
ball = event.nodeB | |
bat = event.nodeA | |
end | |
if ball.vx < 0 then | |
ball.x = bat.x + (bat.w + ball.w)/2 | |
else | |
ball.x = bat.x - (bat.w + ball.w)/2 | |
end | |
ball.vx = -ball.vx | |
ball.vy = bat.yVel or 0 | |
return true | |
end | |
end | |
-- Create left bat | |
local batL = director:createRectangle( { | |
x=batW*3/2, y=dh/2, w=batW, h=batH, name="batL", | |
color=color.darkRed, strokeColor=color.red, | |
} ) | |
physics:addNode(batL, {isSensor=true}) | |
batL:addEventListener("touch", dragBat) | |
batL:addEventListener("collision", hit) | |
-- Create right bat | |
local batR = director:createRectangle( { | |
x=dw-batW*3/2, y=dh/2, w=batW, h=batH, name="batR", | |
color=color.darkGreen, strokeColor=color.green, | |
} ) | |
physics:addNode(batR, {isSensor=true}) | |
batR:addEventListener("touch", dragBat) | |
batR:addEventListener("collision", hit) | |
-- Create ball | |
local ball = director:createCircle( { | |
x=dw/2, y=dh/2, radius=batW/2, name="ball", | |
} ) | |
physics:addNode(ball, {isSensor=true, radius=ball.radius}) | |
ball:addEventListener("collision", hit) | |
ball.inTimer = 2 -- count down from 2 seconds before starting ball | |
-- Update for ball | |
function updateBall(event) | |
-- Are we simply waiting for the ball to appear again? | |
if ball.inTimer > 0 then | |
ball.inTimer = ball.inTimer - system.deltaTime | |
if ball.inTimer < 0 then | |
ball.inTimer = 0 | |
ball.isVisible = true | |
end | |
end | |
-- Bounce off top/bottom of display? | |
if ball.y < ball.radius then | |
ball.y = ball.radius | |
ball.vy = -ball.vy | |
elseif ball.y > dh - ball.radius then | |
ball.y = dh - ball.radius | |
ball.vy = -ball.vy | |
end | |
-- Move ball: add velocity to position | |
ball.x = ball.x + ball.vx | |
ball.y = ball.y + ball.vy | |
-- Ball out of play (off left/right)? If so, re-center | |
if ball.x < 0 or ball.x > dw then | |
ball.x = dw/2 | |
ball.y = dh/2 | |
ball.vx = ballSpeed | |
ball.vy = 0 | |
ball.inTimer = 2 -- count down from 2 seconds before starting ball again | |
ball.isVisible = false | |
end | |
end | |
system:addEventListener("update", updateBall) | |
-- Add our own velocity properties to the ball sprite object | |
ball.vx = ballSpeed | |
ball.vy = 0 |
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