Files
basic1/games/lua_examples/air_hockey.lua
Adolfo Reyna b26f3bf775 Update all remaining games to use text_scaled with scale=2
Updated games:
- pong.lua: All text now uses text_scaled with scale=2
- air_hockey.lua: All text now uses text_scaled with scale=2
- asteroids.lua: All text now uses text_scaled with scale=2
- ball.lua: All text now uses text_scaled with scale=2
- breakout.lua: All text now uses text_scaled with scale=2
- counter.lua: All text now uses text_scaled with scale=2
- flappy_bird.lua: All text now uses text_scaled with scale=2
- lunar_lander.lua: All text now uses text_scaled with scale=2
- snake.lua: All text now uses text_scaled with scale=2
- tetris.lua: All text now uses text_scaled with scale=2

All 14 games now have consistent 2x text scaling for better readability.
2026-02-12 21:33:00 -05:00

190 lines
6.8 KiB
Lua

-- NAME: Air Hockey
-- DESC: Fast-paced 2-player hockey
-- Game states
local STATE_MENU = 0
local STATE_PLAYING = 1
local STATE_GAME_OVER = 2
-- Game constants
local PADDLE_WIDTH = 6
local PADDLE_HEIGHT = 35
local PUCK_RADIUS = 3
local MAX_SCORE = 7
local PUCK_SPEED = 4
function init()
game.vars.state = STATE_MENU
-- Left paddle (player 1)
game.vars.paddle_left_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
game.vars.paddle_left_score = 0
-- Right paddle (player 2)
game.vars.paddle_right_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
game.vars.paddle_right_score = 0
-- Puck
game.vars.puck_x = game.width() / 2
game.vars.puck_y = game.height() / 2
game.vars.puck_vel_x = PUCK_SPEED
game.vars.puck_vel_y = 1
-- Enable continuous updates
game.set_frame_updates(true)
print("Air Hockey initialized")
end
function update(event)
local state = game.vars.state
if state == STATE_MENU then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
reset_game()
game.vars.state = STATE_PLAYING
return true
end
elseif state == STATE_PLAYING then
-- Handle paddle input via touch
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.TOUCH_MOVE then
if event.x < game.width() / 2 then
-- Left paddle
game.vars.paddle_left_y = math.max(0, math.min(game.height() - PADDLE_HEIGHT, event.y - PADDLE_HEIGHT / 2))
else
-- Right paddle
game.vars.paddle_right_y = math.max(0, math.min(game.height() - PADDLE_HEIGHT, event.y - PADDLE_HEIGHT / 2))
end
end
-- Update physics on frame tick
if event.type == INPUT.FRAME_TICK then
update_puck()
check_collisions()
-- Check win
if game.vars.paddle_left_score >= MAX_SCORE or game.vars.paddle_right_score >= MAX_SCORE then
game.vars.state = STATE_GAME_OVER
end
return true
end
elseif state == STATE_GAME_OVER then
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
game.vars.state = STATE_MENU
return true
end
end
return false
end
function draw()
renderer.clear(false) -- Black background
local state = game.vars.state
if state == STATE_MENU then
renderer.text_scaled(game.width(, 2) / 2 - 35, game.height() / 2 - 30, "AIR HOCKEY", true)
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2, "Tap to Start", true)
renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "First to " .. tostring(MAX_SCORE), true)
elseif state == STATE_PLAYING or state == STATE_GAME_OVER then
-- Draw center line
for y = 0, game.height(), 4 do
renderer.pixel(game.width() / 2, y, true)
end
-- Draw goal areas (top/bottom highlights)
renderer.line(0, 5, game.width(), 5, true, 1)
renderer.line(0, game.height() - 5, game.width(), game.height() - 5, true, 1)
-- Draw paddles
renderer.rect(5, game.vars.paddle_left_y, PADDLE_WIDTH, PADDLE_HEIGHT, true, true)
renderer.rect(game.width() - 5 - PADDLE_WIDTH, game.vars.paddle_right_y, PADDLE_WIDTH, PADDLE_HEIGHT, true, true)
-- Draw puck (convert to integers)
renderer.circle(math.floor(game.vars.puck_x + 0.5), math.floor(game.vars.puck_y + 0.5), PUCK_RADIUS, true, true)
-- Draw scores
renderer.text_scaled(game.width(, 2) / 2 - 30, 5, tostring(game.vars.paddle_left_score), true)
renderer.text_scaled(game.width(, 2) / 2 + 20, 5, tostring(game.vars.paddle_right_score), true)
if state == STATE_GAME_OVER then
local winner = game.vars.paddle_left_score > game.vars.paddle_right_score and "Player 1" or "Player 2"
renderer.text_scaled(game.width(, 2) / 2 - 50, game.height() / 2 - 20, "GAME OVER", true)
renderer.text_scaled(game.width(, 2) / 2 - 40, game.height() / 2, winner .. " Wins!", true)
renderer.text_scaled(game.width(, 2) / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
end
end
end
function update_puck()
-- Move puck
game.vars.puck_x = game.vars.puck_x + game.vars.puck_vel_x
game.vars.puck_y = game.vars.puck_y + game.vars.puck_vel_y
-- Bounce off top/bottom
if game.vars.puck_y - PUCK_RADIUS < 0 or game.vars.puck_y + PUCK_RADIUS > game.height() then
game.vars.puck_vel_y = -game.vars.puck_vel_y
game.vars.puck_y = math.max(PUCK_RADIUS, math.min(game.height() - PUCK_RADIUS, game.vars.puck_y))
end
-- Goal: left side
if game.vars.puck_x < 0 then
game.vars.paddle_right_score = game.vars.paddle_right_score + 1
reset_puck()
end
-- Goal: right side
if game.vars.puck_x > game.width() then
game.vars.paddle_left_score = game.vars.paddle_left_score + 1
reset_puck()
end
end
function check_collisions()
-- Left paddle collision
if game.vars.puck_x - PUCK_RADIUS < 5 + PADDLE_WIDTH then
if game.vars.puck_y > game.vars.paddle_left_y and game.vars.puck_y < game.vars.paddle_left_y + PADDLE_HEIGHT then
if game.vars.puck_vel_x < 0 then
game.vars.puck_vel_x = -game.vars.puck_vel_x + 0.5 -- Speed up slightly
-- Add spin
local hit_pos = (game.vars.puck_y - game.vars.paddle_left_y) / PADDLE_HEIGHT
game.vars.puck_vel_y = (hit_pos - 0.5) * 6
end
end
end
-- Right paddle collision
if game.vars.puck_x + PUCK_RADIUS > game.width() - 5 - PADDLE_WIDTH then
if game.vars.puck_y > game.vars.paddle_right_y and game.vars.puck_y < game.vars.paddle_right_y + PADDLE_HEIGHT then
if game.vars.puck_vel_x > 0 then
game.vars.puck_vel_x = -game.vars.puck_vel_x - 0.5 -- Speed up slightly
-- Add spin
local hit_pos = (game.vars.puck_y - game.vars.paddle_right_y) / PADDLE_HEIGHT
game.vars.puck_vel_y = (hit_pos - 0.5) * 6
end
end
end
end
function reset_puck()
game.vars.puck_x = game.width() / 2
game.vars.puck_y = game.height() / 2
game.vars.puck_vel_x = PUCK_SPEED * (math.random() > 0.5 and 1 or -1)
game.vars.puck_vel_y = (math.random() - 0.5) * 2
end
function reset_game()
game.vars.paddle_left_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
game.vars.paddle_left_score = 0
game.vars.paddle_right_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
game.vars.paddle_right_score = 0
reset_puck()
end