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.
85 lines
3.0 KiB
Lua
85 lines
3.0 KiB
Lua
-- NAME: Bouncing Ball
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-- DESC: Physics demo with state management
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-- States
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local STATE_PAUSED = 0
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local STATE_RUNNING = 1
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function init()
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game.vars.state = STATE_PAUSED
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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.vel_x = 3
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game.vars.vel_y = 2
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game.vars.radius = 10
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game.vars.frame_count = 0
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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("Bouncing Ball initialized")
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end
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function update(event)
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-- Toggle pause on tap
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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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if game.vars.state == STATE_PAUSED then
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game.vars.state = STATE_RUNNING
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else
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game.vars.state = STATE_PAUSED
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end
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return true
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end
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-- Update physics if running (on any frame tick)
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if event.type == INPUT.FRAME_TICK and game.vars.state == STATE_RUNNING then
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-- Move ball
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game.vars.ball_x = game.vars.ball_x + game.vars.vel_x
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game.vars.ball_y = game.vars.ball_y + game.vars.vel_y
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-- Bounce off walls
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if game.vars.ball_x - game.vars.radius < 0 or game.vars.ball_x + game.vars.radius > game.width() then
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game.vars.vel_x = -game.vars.vel_x
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game.vars.ball_x = math.max(game.vars.radius, math.min(game.width() - game.vars.radius, game.vars.ball_x))
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end
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if game.vars.ball_y - game.vars.radius < 0 or game.vars.ball_y + game.vars.radius > game.height() then
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game.vars.vel_y = -game.vars.vel_y
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game.vars.ball_y = math.max(game.vars.radius, math.min(game.height() - game.vars.radius, game.vars.ball_y))
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end
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game.vars.frame_count = game.vars.frame_count + 1
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return true -- Always redraw when running
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end
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return false
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end
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function draw()
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renderer.clear(false)
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-- Draw ball (convert to integers)
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renderer.circle(math.floor(game.vars.ball_x + 0.5), math.floor(game.vars.ball_y + 0.5), game.vars.radius, true, true)
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-- Draw trail (previous positions)
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local trail_radius = game.vars.radius - 2
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if trail_radius > 2 then
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renderer.circle(math.floor(game.vars.ball_x - game.vars.vel_x + 0.5),
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math.floor(game.vars.ball_y - game.vars.vel_y + 0.5),
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trail_radius, true, false)
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end
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-- Draw status
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if game.vars.state == STATE_PAUSED then
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renderer.text(10, 10, "PAUSED - Tap to start", true)
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else
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renderer.text(10, 10, "Frames: " .. tostring(game.vars.frame_count), true)
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renderer.text(10, 25, "Tap to pause", true)
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end
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-- Draw velocity vector
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local arrow_x = game.vars.ball_x + game.vars.vel_x * 3
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local arrow_y = game.vars.ball_y + game.vars.vel_y * 3
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renderer.line(math.floor(game.vars.ball_x + 0.5), math.floor(game.vars.ball_y + 0.5), math.floor(arrow_x + 0.5), math.floor(arrow_y + 0.5), true, 2)
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end
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