- GameLauncher now displays only 4 games per page to keep menu in bounds - Added page navigation with page indicator (Page X/Y) - KEY0 navigates between pages and within page - KEY1 selects the highlighted game - Touch selection works on current page only - Helper methods: get_total_pages(), get_page_start_index(), get_page_end_index() - Updated both lib/ and emulator/ versions for consistency
85 lines
2.8 KiB
Lua
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
|