4
#define COLOR_BG 50 50 50 255
5
#define COLOR_FG 222 222 222 255
9
#define BALL_SPEEDUP 0.1
18
public ballspeedx, ballspeedy;
19
public player_score, ai_score;
23
set_int(player_score, 0);
24
set_text(PART:"score1", "0");
25
set_text(PART:"score2", "0");
30
set_float(ballspeedx, 0.0);
31
set_float(ballspeedy, 0.0);
32
set_float(ballx, 100);
33
set_float(bally, 100);
37
set_float(ballspeedx, BALL_SPEED);
38
set_float(ballspeedy, BALL_SPEED * randf());
41
public player_wins() {
43
set_int(player_score, get_int(player_score) + 1);
44
snprintf(buf, sizeof(buf), "%d", get_int(player_score));
45
set_text(PART:"score1", buf);
51
set_int(ai_score, get_int(ai_score) + 1);
52
snprintf(buf, sizeof(buf), "%d", get_int(ai_score));
53
set_text(PART:"score2", buf);
57
public game_loop(count) {
60
/* get field geometry */
62
get_geometry(PART:"bg", fx, fy, fw, fh);
64
/* get mouse coords */
68
/* get the ball info */
69
new Float:bx = get_float(ballx);
70
new Float:by = get_float(bally);
71
new Float:speedx = get_float(ballspeedx);
72
new Float:speedy = get_float(ballspeedy);
74
/* move the player pad */
75
new pady = my - PAD_SIZE / 2;
76
if (pady < 0) pady = 0;
77
else if (pady + PAD_SIZE > fh) pady = fh - PAD_SIZE;
78
custom_state(PART:"pad1", "default", 0.0);
79
set_state_val(PART:"pad1", STATE_REL1_OFFSET, 20, pady);
80
set_state(PART:"pad1", "custom", 0.0);
83
new pad2y = round(by) - PAD_SIZE / 2 - BALL_SIZE / 2;
84
if (pad2y < 0) pad2y = 0;
85
else if (pad2y + PAD_SIZE > fh) pad2y = fh - PAD_SIZE;
86
custom_state(PART:"pad2", "default", 0.0);
87
set_state_val(PART:"pad2", STATE_REL1_OFFSET, 20, pad2y);
88
set_state(PART:"pad2", "custom", 0.0);
90
/* calc new ball position */
94
/* check walls collision */
100
else if (by + BALL_SIZE > fh)
103
by = fh - BALL_SIZE - 1;
106
/* check player pad collision */
108
(bx < PAD_DISTANCE + 10) && (bx > 0) &&
109
(by + BALL_SIZE > pady) && (by < pady + PAD_SIZE))
111
new Float:dy = by - pady - PAD_SIZE / 2;
113
speedx = -speedx + BALL_SPEEDUP;
116
/* check AI pad collision */
117
else if ((bx + BALL_SIZE > fw - PAD_DISTANCE - 10) &&
118
(bx + BALL_SIZE < fw) &&
119
(by + BALL_SIZE > pad2y) && (by < pad2y + PAD_SIZE))
121
new Float:dy = by - pad2y - PAD_SIZE / 2;
123
speedx = -speedx - BALL_SPEEDUP;
126
/* apply the new ball position */
127
custom_state(PART:"ball", "default", 0.0);
128
set_state_val(PART:"ball", STATE_REL1_OFFSET, round(bx), round(by));
129
set_state(PART:"ball", "custom", 0.0);
131
/* update global vars */
132
set_float(ballx, bx);
133
set_float(bally, by);
134
set_float(ballspeedx, speedx);
135
set_float(ballspeedy, speedy);
137
/* AI score a point */
138
if (bx < 0) ai_wins();
139
/* player score a point */
140
if (bx + BALL_SIZE > fw) player_wins();
142
/* show debug info (if debug enabled) */
145
snprintf(_buf, sizeof(_buf),
146
"loop:%d [speed %f %f] [mouse: %d %d] [ball: %f %f]",
147
count, speedx, speedy, mx, my, bx, by);
148
set_text(PART:"dbg", _buf);
151
/* recall the loop in n seconds */
152
timer(1.0 / FPS, "game_loop", count);
158
description { state: "default" 0.0;
164
description { state: "default" 0.0;
169
part { name: "score1";
171
description { state: "default" 0.0;
173
rel2.relative: 0.5 0.5;
183
part { name: "score2";
185
description { state: "default" 0.0;
187
rel1.relative: 0.5 0.0;
199
description { state: "default" 0.0;
204
rel1.offset: PAD_DISTANCE 0;
209
description { state: "default" 0.0;
214
rel2.offset: -PAD_DISTANCE 0;
219
description { state: "default" 0.0;
221
max: BALL_SIZE BALL_SIZE;
224
rel1.offset: 100 100;
230
description { state: "default" 0.0;
231
color: 255 255 255 200;
242
/* on load: reset the game and start the game loop */
248
timer(0.1 , "game_loop", 0);
251
/* mouse left click: start the game, if not yet started */
253
signal: "mouse,down,1";
256
if (get_float(ballspeedx) == 0.0)
260
/* mouse right click: restart the game*/
262
signal: "mouse,down,3";