- Pong: 2-player paddle and ball game with spin mechanics - Flappy Bird: gravity physics, obstacle avoidance - Breakout: paddle control, brick grid, collision detection - Simon Says: sequence memory, animation timing - Memory Match: pair matching, flip animations, grid layout - Tetris: falling blocks, grid system, line clearing - Asteroids: vector math, rotation, projectiles, enemy spawning All games follow API conventions with state machines, touch input, frame-based animation, and persistent game.vars state management.
205 lines
7.2 KiB
Lua
205 lines
7.2 KiB
Lua
-- NAME: Pong
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-- DESC: Classic two-player Pong game
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-- Game states
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local STATE_MENU = 0
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local STATE_PLAYING = 1
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local STATE_GAME_OVER = 2
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-- Game constants
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local PADDLE_WIDTH = 8
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local PADDLE_HEIGHT = 40
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local BALL_RADIUS = 5
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local MAX_SCORE = 5
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-- Initialize game
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function init()
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game.vars.state = STATE_MENU
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game.vars.frame_count = 0
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-- Left paddle (player 1)
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game.vars.paddle_left_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
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game.vars.paddle_left_score = 0
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-- Right paddle (player 2)
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game.vars.paddle_right_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
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game.vars.paddle_right_score = 0
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-- Ball
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game.vars.ball_x = game.width() / 2
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game.vars.ball_y = game.height() / 2
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game.vars.ball_vel_x = 3
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game.vars.ball_vel_y = 2
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-- Enable continuous frame updates for smooth animation
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game.set_frame_updates(true)
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print("Pong initialized")
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end
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-- Update game logic
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function update(event)
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local state = game.vars.state
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-- State: MENU
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if state == STATE_MENU then
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
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reset_game()
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game.vars.state = STATE_PLAYING
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return true
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end
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-- State: PLAYING
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elseif state == STATE_PLAYING then
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-- Handle paddle input via touch
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.TOUCH_MOVE then
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-- Left side touch moves left paddle, right side touch moves right paddle
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if event.x < game.width() / 2 then
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-- Move left paddle (constrain within bounds)
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game.vars.paddle_left_y = math.max(0, math.min(game.height() - PADDLE_HEIGHT, event.y - PADDLE_HEIGHT / 2))
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else
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-- Move right paddle (constrain within bounds)
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game.vars.paddle_right_y = math.max(0, math.min(game.height() - PADDLE_HEIGHT, event.y - PADDLE_HEIGHT / 2))
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end
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end
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-- Update physics on frame tick
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if event.type == INPUT.FRAME_TICK then
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update_ball()
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-- Check win condition
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if game.vars.paddle_left_score >= MAX_SCORE or game.vars.paddle_right_score >= MAX_SCORE then
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game.vars.state = STATE_GAME_OVER
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end
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return true -- Always redraw when playing
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end
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-- State: GAME_OVER
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elseif state == STATE_GAME_OVER then
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if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.BUTTON_0 or event.type == INPUT.BUTTON_1 then
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game.vars.state = STATE_MENU
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return true
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end
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end
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return false
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end
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-- Draw game
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function draw()
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renderer.clear(false) -- Black background
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local state = game.vars.state
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-- Draw: MENU
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if state == STATE_MENU then
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renderer.text(game.width() / 2 - 15, game.height() / 2 - 30, "PONG", true)
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renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true)
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renderer.text(game.width() / 2 - 70, game.height() / 2 + 20, "First to " .. tostring(MAX_SCORE), true)
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-- Draw: PLAYING
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elseif state == STATE_PLAYING then
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-- Draw center line
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for y = 0, game.height(), 5 do
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renderer.pixel(game.width() / 2, y, true)
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end
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-- Draw paddles
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renderer.rect(10, game.vars.paddle_left_y, PADDLE_WIDTH, PADDLE_HEIGHT, true, true)
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renderer.rect(game.width() - 10 - PADDLE_WIDTH, game.vars.paddle_right_y, PADDLE_WIDTH, PADDLE_HEIGHT, true, true)
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-- Draw ball
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renderer.circle(game.vars.ball_x, game.vars.ball_y, BALL_RADIUS, true, true)
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-- Draw scores
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local left_score_text = tostring(game.vars.paddle_left_score)
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local right_score_text = tostring(game.vars.paddle_right_score)
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renderer.text(game.width() / 2 - 30, 5, left_score_text, true)
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renderer.text(game.width() / 2 + 20, 5, right_score_text, true)
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-- Draw: GAME_OVER
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elseif state == STATE_GAME_OVER then
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renderer.text(game.width() / 2 - 40, game.height() / 2 - 30, "GAME OVER", true)
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local winner = "Player 1 Wins!"
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if game.vars.paddle_right_score > game.vars.paddle_left_score then
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winner = "Player 2 Wins!"
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end
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renderer.text(game.width() / 2 - 50, game.height() / 2, winner, true)
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local final_text = game.vars.paddle_left_score .. " - " .. game.vars.paddle_right_score
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renderer.text(game.width() / 2 - 25, game.height() / 2 + 20, final_text, true)
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renderer.text(game.width() / 2 - 60, game.height() / 2 + 40, "Tap to Menu", true)
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end
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end
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-- Helper: Update ball physics
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function update_ball()
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-- Move ball
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game.vars.ball_x = game.vars.ball_x + game.vars.ball_vel_x
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game.vars.ball_y = game.vars.ball_y + game.vars.ball_vel_y
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-- Bounce off top/bottom
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if game.vars.ball_y - BALL_RADIUS < 0 or game.vars.ball_y + BALL_RADIUS > game.height() then
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game.vars.ball_vel_y = -game.vars.ball_vel_y
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game.vars.ball_y = math.max(BALL_RADIUS, math.min(game.height() - BALL_RADIUS, game.vars.ball_y))
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end
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-- Check left paddle collision
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if game.vars.ball_x - BALL_RADIUS < 10 + PADDLE_WIDTH then
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if game.vars.ball_y > game.vars.paddle_left_y and game.vars.ball_y < game.vars.paddle_left_y + PADDLE_HEIGHT then
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if game.vars.ball_vel_x < 0 then
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game.vars.ball_vel_x = -game.vars.ball_vel_x
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-- Add spin based on where ball hits paddle
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local hit_pos = (game.vars.ball_y - game.vars.paddle_left_y) / PADDLE_HEIGHT
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game.vars.ball_vel_y = (hit_pos - 0.5) * 6
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end
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end
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end
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-- Check right paddle collision
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if game.vars.ball_x + BALL_RADIUS > game.width() - 10 - PADDLE_WIDTH then
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if game.vars.ball_y > game.vars.paddle_right_y and game.vars.ball_y < game.vars.paddle_right_y + PADDLE_HEIGHT then
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if game.vars.ball_vel_x > 0 then
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game.vars.ball_vel_x = -game.vars.ball_vel_x
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-- Add spin based on where ball hits paddle
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local hit_pos = (game.vars.ball_y - game.vars.paddle_right_y) / PADDLE_HEIGHT
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game.vars.ball_vel_y = (hit_pos - 0.5) * 6
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end
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end
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end
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-- Score on left side miss
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if game.vars.ball_x < 0 then
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game.vars.paddle_right_score = game.vars.paddle_right_score + 1
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reset_ball()
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end
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-- Score on right side miss
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if game.vars.ball_x > game.width() then
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game.vars.paddle_left_score = game.vars.paddle_left_score + 1
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reset_ball()
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end
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end
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-- Helper: Reset ball to center
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function reset_ball()
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game.vars.ball_x = game.width() / 2
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game.vars.ball_y = game.height() / 2
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game.vars.ball_vel_x = 3 * (math.random() > 0.5 and 1 or -1)
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game.vars.ball_vel_y = 2 * (math.random() > 0.5 and 1 or -1)
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end
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-- Helper: Reset game
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function reset_game()
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game.vars.paddle_left_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
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game.vars.paddle_left_score = 0
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game.vars.paddle_right_y = (game.height() / 2) - (PADDLE_HEIGHT / 2)
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game.vars.paddle_right_score = 0
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reset_ball()
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end
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