Files
basic1/games/lua_examples/ball.lua
Adolfo Reyna 2a472fc29f Add frame tick system for continuous animation
- Added INPUT_FRAME_TICK event type to input_event.h
- Added wants_frame_updates() virtual method to Game base class
- Implemented frame tick logic in main loop (basic1.cpp and emulator/main.cpp)
- Added Lua bindings: game.set_frame_updates(bool) and INPUT.FRAME_TICK
- Updated LuaGame to support frame updates via registry flag
- Updated ball.lua to use continuous frame updates for smooth animation
- Both hardware and emulator now support continuous animation for physics/games
2026-02-07 13:20:10 -05:00

85 lines
2.8 KiB
Lua

-- NAME: Bouncing Ball
-- DESC: Physics demo with state management
-- States
local STATE_PAUSED = 0
local STATE_RUNNING = 1
function init()
game.vars.state = STATE_PAUSED
game.vars.ball_x = game.width() / 2
game.vars.ball_y = game.height() / 2
game.vars.vel_x = 3
game.vars.vel_y = 2
game.vars.radius = 10
game.vars.frame_count = 0
-- Enable continuous frame updates for smooth animation
game.set_frame_updates(true)
print("Bouncing Ball initialized")
end
function update(event)
-- Toggle pause on tap
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
if game.vars.state == STATE_PAUSED then
game.vars.state = STATE_RUNNING
else
game.vars.state = STATE_PAUSED
end
return true
end
-- Update physics if running (on any frame tick)
if event.type == INPUT.FRAME_TICK and game.vars.state == STATE_RUNNING then
-- Move ball
game.vars.ball_x = game.vars.ball_x + game.vars.vel_x
game.vars.ball_y = game.vars.ball_y + game.vars.vel_y
-- Bounce off walls
if game.vars.ball_x - game.vars.radius < 0 or game.vars.ball_x + game.vars.radius > game.width() then
game.vars.vel_x = -game.vars.vel_x
game.vars.ball_x = math.max(game.vars.radius, math.min(game.width() - game.vars.radius, game.vars.ball_x))
end
if game.vars.ball_y - game.vars.radius < 0 or game.vars.ball_y + game.vars.radius > game.height() then
game.vars.vel_y = -game.vars.vel_y
game.vars.ball_y = math.max(game.vars.radius, math.min(game.height() - game.vars.radius, game.vars.ball_y))
end
game.vars.frame_count = game.vars.frame_count + 1
return true -- Always redraw when running
end
return false
end
function draw()
renderer.clear(false)
-- Draw ball
renderer.circle(game.vars.ball_x, game.vars.ball_y, game.vars.radius, true, true)
-- Draw trail (previous positions)
local trail_radius = game.vars.radius - 2
if trail_radius > 2 then
renderer.circle(game.vars.ball_x - game.vars.vel_x,
game.vars.ball_y - game.vars.vel_y,
trail_radius, true, false)
end
-- Draw status
if game.vars.state == STATE_PAUSED then
renderer.text(10, 10, "PAUSED - Tap to start", true)
else
renderer.text(10, 10, "Frames: " .. tostring(game.vars.frame_count), true)
renderer.text(10, 25, "Tap to pause", true)
end
-- Draw velocity vector
local arrow_x = game.vars.ball_x + game.vars.vel_x * 3
local arrow_y = game.vars.ball_y + game.vars.vel_y * 3
renderer.line(game.vars.ball_x, game.vars.ball_y, arrow_x, arrow_y, true, 2)
end