Files
basic1/games/lua_examples/breakout.lua
Adolfo Reyna b22170b62c Fix Lua game float-to-int conversion errors for renderer.circle()
All games had the same issue: renderer.circle() requires integer arguments,
but float calculations produced non-integer coordinates.

Fixed in all games using math.floor(x + 0.5) for proper rounding:
- pong.lua: Ball position
- air_hockey.lua: Puck position
- asteroids.lua: Asteroid positions
- ball.lua: Ball and trail positions, velocity line
- breakout.lua: Ball position
- flappy_bird.lua: Bird Y position
- counter.lua: Last touch marker position
- snake.lua: Food position (center calculation)
- tic_tac_toe.lua: O circle center position

Also fixed floating-point coordinate calculations in ball and line
drawing to ensure all coordinates are integers.
2026-02-12 20:51:26 -05:00

222 lines
7.4 KiB
Lua

-- NAME: Breakout
-- DESC: Break bricks with bouncing ball and paddle
-- Game states
local STATE_MENU = 0
local STATE_PLAYING = 1
local STATE_GAME_OVER = 2
local STATE_LEVEL_COMPLETE = 3
-- Game constants
local PADDLE_WIDTH = 40
local PADDLE_HEIGHT = 6
local BALL_RADIUS = 4
local BRICK_WIDTH = 16
local BRICK_HEIGHT = 6
local BRICK_COLS = 16
local BRICK_ROWS = 5
local BRICK_START_Y = 20
function init()
game.vars.state = STATE_MENU
game.vars.score = 0
game.vars.lives = 3
-- Paddle
game.vars.paddle_x = (game.width() / 2) - (PADDLE_WIDTH / 2)
-- Ball
game.vars.ball_x = game.width() / 2
game.vars.ball_y = game.height() - 30
game.vars.ball_vel_x = 2
game.vars.ball_vel_y = -3
-- Bricks (true = exists, false = broken)
game.vars.bricks = {}
game.vars.bricks_remaining = 0
-- Enable continuous updates
game.set_frame_updates(true)
print("Breakout 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
if event.type == INPUT.TOUCH_DOWN or event.type == INPUT.TOUCH_MOVE then
game.vars.paddle_x = math.max(0, math.min(game.width() - PADDLE_WIDTH, event.x - PADDLE_WIDTH / 2))
end
-- Update physics on frame tick
if event.type == INPUT.FRAME_TICK then
update_ball()
check_brick_collisions()
-- Check win
if game.vars.bricks_remaining <= 0 then
game.vars.state = STATE_LEVEL_COMPLETE
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
elseif state == STATE_LEVEL_COMPLETE 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(game.width() / 2 - 30, game.height() / 2 - 30, "BREAKOUT", true)
renderer.text(game.width() / 2 - 50, game.height() / 2, "Tap to Start", true)
elseif state == STATE_PLAYING then
-- Draw bricks
for row = 1, BRICK_ROWS do
for col = 1, BRICK_COLS do
local idx = (row - 1) * BRICK_COLS + col
if game.vars.bricks[idx] then
local x = (col - 1) * BRICK_WIDTH
local y = BRICK_START_Y + (row - 1) * BRICK_HEIGHT
renderer.rect(x, y, BRICK_WIDTH, BRICK_HEIGHT, true, true)
end
end
end
-- Draw paddle
renderer.rect(game.vars.paddle_x, game.height() - PADDLE_HEIGHT - 2, PADDLE_WIDTH, PADDLE_HEIGHT, true, true)
-- Draw ball (convert to integers)
renderer.circle(math.floor(game.vars.ball_x + 0.5), math.floor(game.vars.ball_y + 0.5), BALL_RADIUS, true, true)
-- Draw score and lives
renderer.text(5, 5, "Score: " .. tostring(game.vars.score), true)
renderer.text(game.width() - 50, 5, "Lives: " .. tostring(game.vars.lives), true)
elseif state == STATE_GAME_OVER then
renderer.text(game.width() / 2 - 40, game.height() / 2 - 20, "GAME OVER", true)
renderer.text(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
elseif state == STATE_LEVEL_COMPLETE then
renderer.text(game.width() / 2 - 50, game.height() / 2 - 20, "LEVEL COMPLETE!", true)
renderer.text(game.width() / 2 - 30, game.height() / 2, "Score: " .. tostring(game.vars.score), true)
renderer.text(game.width() / 2 - 60, game.height() / 2 + 20, "Tap to Menu", true)
end
end
function update_ball()
-- Move ball
game.vars.ball_x = game.vars.ball_x + game.vars.ball_vel_x
game.vars.ball_y = game.vars.ball_y + game.vars.ball_vel_y
-- Bounce off walls
if game.vars.ball_x - BALL_RADIUS < 0 or game.vars.ball_x + BALL_RADIUS > game.width() then
game.vars.ball_vel_x = -game.vars.ball_vel_x
game.vars.ball_x = math.max(BALL_RADIUS, math.min(game.width() - BALL_RADIUS, game.vars.ball_x))
end
-- Bounce off top
if game.vars.ball_y - BALL_RADIUS < 0 then
game.vars.ball_vel_y = -game.vars.ball_vel_y
game.vars.ball_y = BALL_RADIUS
end
-- Check paddle collision
if game.vars.ball_y + BALL_RADIUS > game.height() - PADDLE_HEIGHT - 2 then
if game.vars.ball_x > game.vars.paddle_x and game.vars.ball_x < game.vars.paddle_x + PADDLE_WIDTH then
if game.vars.ball_vel_y > 0 then
game.vars.ball_vel_y = -game.vars.ball_vel_y
-- Add spin based on hit position
local hit_pos = (game.vars.ball_x - game.vars.paddle_x) / PADDLE_WIDTH
game.vars.ball_vel_x = (hit_pos - 0.5) * 4
end
end
end
-- Fall off bottom = lose life
if game.vars.ball_y > game.height() then
game.vars.lives = game.vars.lives - 1
if game.vars.lives <= 0 then
game.vars.state = STATE_GAME_OVER
else
reset_ball()
end
end
end
function check_brick_collisions()
for row = 1, BRICK_ROWS do
for col = 1, BRICK_COLS do
local idx = (row - 1) * BRICK_COLS + col
if game.vars.bricks[idx] then
local brick_x = (col - 1) * BRICK_WIDTH
local brick_y = BRICK_START_Y + (row - 1) * BRICK_HEIGHT
-- Simple AABB collision with ball
if game.vars.ball_x + BALL_RADIUS > brick_x and
game.vars.ball_x - BALL_RADIUS < brick_x + BRICK_WIDTH and
game.vars.ball_y + BALL_RADIUS > brick_y and
game.vars.ball_y - BALL_RADIUS < brick_y + BRICK_HEIGHT then
-- Destroy brick
game.vars.bricks[idx] = false
game.vars.bricks_remaining = game.vars.bricks_remaining - 1
game.vars.score = game.vars.score + 10
-- Bounce ball (simple: vertical bounce)
game.vars.ball_vel_y = -game.vars.ball_vel_y
end
end
end
end
end
function reset_ball()
game.vars.ball_x = game.vars.paddle_x + PADDLE_WIDTH / 2
game.vars.ball_y = game.height() - 30
game.vars.ball_vel_x = 2
game.vars.ball_vel_y = -3
end
function reset_game()
game.vars.score = 0
game.vars.lives = 3
game.vars.paddle_x = (game.width() / 2) - (PADDLE_WIDTH / 2)
-- Create brick grid
game.vars.bricks = {}
game.vars.bricks_remaining = BRICK_ROWS * BRICK_COLS
for i = 1, BRICK_ROWS * BRICK_COLS do
game.vars.bricks[i] = true
end
reset_ball()
end