anaglym/lib/demo/bowling.lua
Josh Holtrop c2a5ee2bfa working on bowling demo
git-svn-id: svn://anubis/anaglym/trunk@210 99a6e188-d820-4881-8870-2d33a10e2619
2009-12-13 22:11:32 +00:00

249 lines
7.2 KiB
Lua

ag.import("std")
function resetPins()
local head_x = 0
local head_y = 15
local spacing = 0.7
for i = 1, 10 do
if (pins[i] ~= nil) then
pins[i]:destroy()
end
end
local n = 1
for row = 0, 4 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)
end
end
end
function setupStars()
stars = ag.startList()
local dist = 500
for i = 1, 500 do
local rx = math.random() * math.pi * 2
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] = 0
s[2] = 0
s["tot"] = 0
if (i == 10) then
s[3] = 0
end
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
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
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.createSphere(0.3)
reference_ball:setColor(0.7, 0.1, 0.9)
reference_ball:setMass(10)
reference_ball:setPosition(0, -2, -1.5)
resetPins()
setupStars()
setupScore()
position_x = 0
target_x = 0
game_state = "waiting"
last_update_time = ag.elapsedTime()
mouse_moved = false
setCamera()
end
function setCamera()
ag.setCamera(position_x, -10, 5, target_x, 20, 0)
end
function update_event()
local now = ag.elapsedTime()
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
last_update_time = now
setCamera()
ag.callList(stars)
end
function mouse_motion_event(x, y, xrel, yrel)
if (mouse_moved) then
target_x = target_x + xrel / 100
if (target_x < -2) then
target_x = -2
elseif (target_x > 2) then
target_x = 2
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 - size / 2 - size
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 ((frame < current_frame) or (frame == current_frame and ball < current_ball)) 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
ag.drawText(fs[ball], 1, 0.6, 0, 14, ball_base_x, ball_base_y)
if (frame < current_frame and fs["tot"] ~= 0) 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
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()
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, 1.31)
local fx = target_x + accuracy - 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 = 200000
force = force * 0.5 + force * 0.5 * power
bowling_ball:addForce(fx * force, fy * force, 0)
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) / 250 * 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