anaglym/lib/demo/bowling.lua
Josh Holtrop 0b7f7180a6 added bowling_ball model; infinite-loop test script
git-svn-id: svn://anubis/anaglym/trunk@216 99a6e188-d820-4881-8870-2d33a10e2619
2009-12-14 02:01:42 +00:00

429 lines
13 KiB
Lua

ag.import("std")
function newGame()
current_frame = 1
setupScore()
newFrame()
position_x = 0
target_x = 0
game_state = "waiting"
end
function resetPins()
local head_x = 0
local head_y = 15
local spacing = 0.75
for i = 1, 10 do
if (pins[i] ~= nil) then
pins[i]:destroy()
end
end
local n = 1
for row = 0, 3 do
for j = 0, row do
pins[n] = reference_pin:clone()
pins[n]:setPosition(head_x - row * spacing / 2 + j * spacing,
head_y + 0.866 * spacing * row,
1 - pin_minz)
n = n + 1
end
end
end
function setupStars()
stars = ag.startList()
local dist = 500
for i = 1, 500 do
local rx = math.random() * math.pi
local ry = (math.random() - 0.5) * math.pi * 0.8
local x = dist * math.cos(ry) * math.cos(rx)
local y = dist * math.cos(ry) * math.sin(rx)
local z = dist * math.sin(ry)
local size = math.random(1, 6)
ag.drawPoint(size, 1, 1, 1, x, y, z)
end
ag.endList()
end
function setupScore()
current_frame = 1
current_ball = 1
score = {}
for i = 1, 10 do
local s = {}
s[1] = -1
s[2] = -1
if (i == 10) then
s[3] = -1
end
s["tot"] = -1
score[i] = s
end
end
function init_event()
lane = ag.loadModelStatic("bowling_lane")
local minx, miny, minz, maxx, maxy, maxz = lane:getAABB()
local lane_bottom = minz
local lane_top = maxz
pins = {}
reference_pin = ag.loadModel("bowling_pin", 1.0/4.3)
minx, miny, minz, maxx, maxy, maxz = reference_pin:getAABB()
pin_minz = minz
pin_maxz = maxz
pin_standing_position = lane_top - pin_minz
local box = ag.createBoxStatic(1, 10, 0.1)
box:setVisible(false)
box:setPosition(0, 0, lane_bottom - (maxz - minz) - 0.4)
reference_pin:setPosition(0, 0, lane_bottom - maxz - 0.1)
reference_ball = ag.loadModel("bowling_ball")
reference_ball:setMass(10)
reference_ball:setPosition(0, -2, -1.5)
setupStars()
game_state = "waiting"
mouse_moved = false
newGame()
last_update_time = ag.elapsedTime()
setCamera(last_update_time)
end
function setCamera(now)
if (game_state == "launched") then
local pct = (now - launch_time) / 2500
if (pct > 1) then
pct = 1
end
ag.setCamera(position_x + (-position_x * pct), -10 + 10 * pct, 5 + 5 * pct, target_x, 20, 0)
else
ag.setCamera(position_x, -10, 5, target_x, 20, 0)
end
end
function update_event()
local now = ag.elapsedTime()
if (game_state == "waiting") then
if (ag.isKeyDown("a") or ag.isKeyDown("left")) then
position_x = position_x - (now - last_update_time) / 300
if (position_x < -2) then
position_x = -2
end
end
if (ag.isKeyDown("d") or ag.isKeyDown("right")) then
position_x = position_x + (now - last_update_time) / 300
if (position_x > 2) then
position_x = 2
end
end
end
last_update_time = now
if (game_state == "launched") then
if (now - launch_time > 7000) then
endBall()
end
end
setCamera(now)
ag.callList(stars)
end
function mouse_motion_event(x, y, xrel, yrel)
if (mouse_moved and game_state == "waiting") then
target_x = target_x + xrel / 100
if (target_x < -3) then
target_x = -3
elseif (target_x > 3) then
target_x = 3
end
end
mouse_moved = true
end
function drawFrameScore(width, height, frame, fs)
local size = 60
local ball_size = 24
local local_width = size
if (frame == 10) then
local_width = 80
end
local base_x = size / 2 + size * (frame - 1)
local base_y = height - 2 * size
local str = string.format("%d", frame)
local w, h = ag.getTextSize(str, 16)
ag.drawText(str, 1, 0.6, 0, 16,
base_x + local_width / 2 - w / 2, base_y + size + 5)
ag.drawRect(1, 0.6, 0, local_width, size,
base_x + local_width / 2, base_y + size / 2)
ag.drawRect(1, 0.6, 0, ball_size, ball_size,
base_x + local_width - ball_size / 2, base_y + size - ball_size / 2)
if (frame == 10) then
ag.drawRect(1, 0.6, 0, ball_size, ball_size,
base_x + local_width - ball_size * 1.5,
base_y + size - ball_size / 2)
end
local balls = 2
if (frame == 10) then
balls = 3
end
for ball = 1, balls do
if (fs[ball] ~= -1) then
local ball_base_x = base_x + local_width - (1 + balls - ball) * ball_size + 7
local ball_base_y = base_y + size - ball_size + 7
if (fs[ball] == 10) then -- strike
ag.drawLine(1, 0.6, 0, ball_base_x, ball_base_y,
ball_base_x + 10, ball_base_y + 10)
ag.drawLine(1, 0.6, 0, ball_base_x, ball_base_y + 10,
ball_base_x + 10, ball_base_y)
elseif (ball == 2 and fs[1] + fs[2] == 10) then -- spare
ag.drawLine(1, 0.6, 0, ball_base_x, ball_base_y,
ball_base_x + 10, ball_base_y + 10)
else
ag.drawText(fs[ball], 1, 0.6, 0, 14, ball_base_x, ball_base_y)
end
if (fs["tot"] ~= -1) then
local w, h = ag.getTextSize(fs["tot"], 16)
ag.drawText(fs["tot"], 1, 0.6, 0, 16, base_x + local_width - 10 - w, base_y + 10)
end
end
end
end
function drawScore(width, height)
ag.drawText("Score:", 1, 0.6, 0, 16, 30, height - 25)
for i = 1, 10 do
drawFrameScore(width, height, i, score[i])
end
end
function update_overlay_event(width, height)
drawScore(width, height)
if (game_state == "get_power" or game_state == "get_accuracy" or game_state == "launched") then
drawPowerBar(width, height)
end
if (game_state == "get_accuracy" or game_state == "launched") then
drawAccuracyBar(width, height)
end
if (game_state == "waiting") then
local cursor_size = 8
ag.drawLine(0, 1, 0, width / 2, height / 2 - cursor_size, width / 2, height / 2 + cursor_size)
ag.drawLine(0, 1, 0, width / 2 - cursor_size, height / 2, width / 2 + cursor_size, height / 2)
end
if (game_state == "gameover") then
local w, h = ag.getTextSize("GAME OVER", 72)
ag.drawText("GAME OVER", 1, 1, 0, 72, width / 2 - w / 2, height * 0.7 + 20)
local score_str = string.format("Score: %d", score[10]["tot"])
w, h = ag.getTextSize(score_str, 56)
ag.drawText(score_str, 1, 1, 0, 56, width / 2 - w / 2, height * 0.7 - 20 - h / 2)
else
local str = string.format("%d", current_frame)
local w, h = ag.getTextSize(str, 72)
ag.drawText(str, 1, 0.6, 0, 72, 20, 20)
ag.drawText("Frame:", 1, 0.6, 0, 24, 20, 40 + h)
str = string.format("%d", current_ball)
w, h = ag.getTextSize(str, 72)
ag.drawText(str, 1, 0.6, 0, 72, 200, 20)
ag.drawText("Ball:", 1, 0.6, 0, 24, 200, 40 + h)
end
end
function key_down_event(key)
if (key == "g") then
for i = 1, 9 do
score[i][1] = i
score[i][2] = 0
end
current_frame = 10
newFrame()
end
end
function mousebutton_down_event(button, x, y)
if (button == 1) then
if (game_state == "waiting") then
getPower()
elseif (game_state == "get_power") then
getAccuracy()
elseif (game_state == "get_accuracy") then
launchBall()
elseif (game_state == "gameover") then
newGame()
end
end
end
function getPower()
game_state = "get_power"
power = 0
power_last_time = ag.elapsedTime()
power_direction = 1
end
function getAccuracy()
game_state = "get_accuracy"
accuracy = 0
accuracy_last_time = ag.elapsedTime()
accuracy_direction = 1
end
function launchBall()
game_state = "launched"
launch_time = ag.elapsedTime()
bowling_ball = reference_ball:clone()
bowling_ball:setPosition(position_x, -10, 1.26)
local fx = target_x + accuracy * 3 - position_x
local fy = 30 -- should match setCamera()'s dy
local d = math.sqrt(fx*fx + fy*fy)
fx = fx / d
fy = fy / d
local force = 150000
force = force * 0.5 + force * 0.5 * power
bowling_ball:addForce(fx * force, fy * force, 0)
end
function endBall()
game_state = "waiting"
bowling_ball:destroy()
-- find all the pins that were knocked over
local pin_count = 0
for i = 1, 10 do
if (pins[i] ~= nil) then
local x, y, z = pins[i]:getPosition()
if (z < pin_standing_position - 0.05) then
pins[i]:destroy()
pins[i] = nil
pin_count = pin_count + 1
end
end
end
updateScore(pin_count)
end
function getNextBall(frame, ball)
ball = ball + 1
if (ball > 2 and frame < 10) then
frame = frame + 1
ball = 1
end
return frame, ball
end
function getNextBallAfterStrike(frame, ball)
if (frame == 10) then
ball = ball + 1
else
frame = frame + 1
end
return frame, ball
end
function updateScore(pin_count)
score[current_frame][current_ball] = pin_count
-- update total score
for f = 1, 10 do
local prevscore = 0
if (f > 1) then
prevscore = score[f-1]["tot"]
end
if (score[f][1] == 10) then -- strike
local nf, nb = getNextBallAfterStrike(f, 1)
if (score[nf][nb] == -1) then
break
else
local nf2, nb2
if (score[nf][nb] == 10) then
nf2, nb2 = getNextBallAfterStrike(nf, nb)
else
nf2, nb2 = getNextBall(nf, nb)
end
if (score[nf2][nb2] == -1) then
break
else
score[f]["tot"] = prevscore + 10 + score[nf][nb] + score[nf2][nb2]
end
end
elseif (score[f][1] == -1 or score[f][2] == -1) then
break
elseif (score[f][1] + score[f][2] == 10) then -- spare
local nf, nb = getNextBall(f, 2)
if (score[nf][nb] == -1) then
break
else
score[f]["tot"] = prevscore + 10 + score[nf][nb]
end
else
score[f]["tot"] = prevscore + score[f][1] + score[f][2]
end
end
if (pin_count == 10 and current_frame < 10) then
current_frame = current_frame + 1
newFrame()
elseif (current_frame == 10) then
if ((current_ball == 1 and pin_count == 10)
or (current_ball == 2 and score[10][1] + score[10][2] == 10)) then
resetPins()
end
current_ball = current_ball + 1
if ((current_ball == 3 and (score[10][1] + score[10][2]) < 10)
or (current_ball == 4)) then
gameOver()
end
else
current_ball = current_ball + 1
if (current_ball > 2) then
current_frame = current_frame + 1
newFrame()
end
end
end
function newFrame()
current_ball = 1
resetPins()
end
function gameOver()
game_state = "gameover"
end
function drawPowerBar(width, height)
local bar_width = 80
local bar_height = 400
if (game_state == "get_power") then
local now = ag.elapsedTime()
power = power + (now - power_last_time) / 250 * power_direction
if (power > 1) then
power = 1
power_direction = -1
elseif (power < 0) then
power = 0
power_direction = 1
end
power_last_time = now
end
ag.drawRect(1, 1, 1, bar_width, bar_height,
width - 50 - bar_width / 2, height / 2)
ag.fillRect(0.1, 1, 0.1, bar_width - 2, (bar_height - 2) * power,
width - 50 - bar_width / 2, height / 2)
end
function drawAccuracyBar(width, height)
local bar_width = 400
local bar_height = 60
if (game_state == "get_accuracy") then
local now = ag.elapsedTime()
accuracy = accuracy + (now - accuracy_last_time) / 300 * accuracy_direction
if (accuracy > 1) then
accuracy = 1
accuracy_direction = -1
elseif (accuracy < -1) then
accuracy = -1
accuracy_direction = 1
end
accuracy_last_time = now
end
ag.drawRect(1, 1, 1, bar_width, bar_height, width / 2, 50 + bar_height / 2)
ag.drawLine(1, 1, 1, width / 2, 50, width / 2, 50 + bar_height)
ag.fillRect(0.1, 1, 0.1, 3, bar_height - 2, width / 2 + (bar_width - 4) / 2 * accuracy, 50 + bar_height / 2)
end