444 lines
9.9 KiB
Ucode
444 lines
9.9 KiB
Ucode
Class MX_PongGame extends MX_MiniGameBase;
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var int Score,NumPlays;
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var vector PlayerPad,EnemyPad,BallPos,BallVel,BallTrajectory;
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var float ScreenHeight,BallWidth;
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var enum EBallHeading
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{
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BH_ToPlayer,
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BH_ToEnemy,
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BH_None,
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} BallHeading;
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var array<SoundCue> HitSoundsA,HitSoundsB;
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var SoundCue MissSound[2];
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var int HitSoundIndex[2];
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var float EnemyPadVel,AITactic,AITacticTimer,AITrajOffset;
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var bool bAIRandom;
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const PadWidth=0.015;
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const PadHeight=0.15;
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const LevelBoarderSize=0.05;
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const PadMoveLimit=0.125;
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const BallHeight=0.03;
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const InverseXOr=879379227;
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function Init()
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{
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local int i;
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Super.Init();
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if (Data!=0)
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i = Data ^ InverseXOr;
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Score = (i >> 16) & 32767;
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if (Score>31767)
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Score = Score-32768;
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NumPlays = i & 65535;
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SetAIRating();
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}
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final function UpdateScores()
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{
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Data = (((Max(Score,-1000) & 32767) << 16) | (NumPlays & 65535)) ^ InverseXOr;
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SaveConfig();
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}
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function SetFXTrack(Object O)
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{
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local ObjectReferencer R;
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local int i;
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if (SoundCue(O)!=None)
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{
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HitSoundsA.AddItem(SoundCue(O));
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HitSoundsB.AddItem(SoundCue(O));
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}
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else if (ObjectReferencer(O)!=None)
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{
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R = ObjectReferencer(O);
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if (R.ReferencedObjects.Length<2)
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return;
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MissSound[0] = SoundCue(R.ReferencedObjects[0]);
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MissSound[1] = SoundCue(R.ReferencedObjects[1]);
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for (i=2; i<R.ReferencedObjects.Length; ++i)
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{
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if ((i & 1)==0)
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HitSoundsA.AddItem(SoundCue(R.ReferencedObjects[i]));
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else HitSoundsB.AddItem(SoundCue(R.ReferencedObjects[i]));
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}
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}
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}
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function StartGame()
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{
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Super.StartGame();
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SetTimer(2,false,'RespawnBall',Self);
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}
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function Render(float XPos, float YPos, float XSize, float YSize)
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{
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local float H,W;
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ScreenHeight = YSize;
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// Score
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H = WorldInfo.RealTimeSeconds * 0.6;
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Canvas.Font = Canvas.GetDefaultCanvasFont();
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W = FMin(YSize/200.f,3.f);
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if (!bGameStarted)
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{
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Canvas.SetDrawColor(128,64,64,Abs(Sin(H))*96.f+128);
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Canvas.SetPos(XPos+XSize*0.4,YPos+YSize*0.2);
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Canvas.DrawText("Press Fire to start pong",,W,W);
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}
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else
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{
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Canvas.SetDrawColor(255,255,128,Abs(Sin(H))*96.f);
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Canvas.SetPos(XPos+XSize*0.2,YPos+YSize*0.22);
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Canvas.DrawText("Score: "$string(Score),,W,W);
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Canvas.SetPos(XPos+XSize*0.2,YPos+YSize*0.68);
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Canvas.DrawText("Plays: "$string(NumPlays),,W,W);
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}
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// Borders
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Canvas.SetDrawColor(Abs(Sin(H))*255.f,Abs(Sin(H+1.25))*255.f,Abs(Sin(H+2.35))*255.f,255);
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Canvas.SetPos(XPos,YPos);
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Canvas.DrawTile(Canvas.DefaultTexture,XSize,YSize*LevelBoarderSize,0,0,1,1);
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Canvas.SetPos(XPos,YPos+YSize*(1.f-LevelBoarderSize));
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Canvas.DrawTile(Canvas.DefaultTexture,XSize,YSize*LevelBoarderSize,0,0,1,1);
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// Player
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H = PadHeight*YSize;
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W = PadWidth*XSize;
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Canvas.SetDrawColor(128,255,128,255);
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Canvas.SetPos(XPos+PlayerPad.X*XSize,YPos+PlayerPad.Y*YSize-H*0.5);
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Canvas.DrawTile(Canvas.DefaultTexture,W,H,0,0,1,1);
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// Enemy
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Canvas.SetDrawColor(255,68,68,255);
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Canvas.SetPos(XPos+EnemyPad.X*XSize-W,YPos+EnemyPad.Y*YSize-H*0.5);
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Canvas.DrawTile(Canvas.DefaultTexture,W,H,0,0,1,1);
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// Pong ball
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Canvas.SetDrawColor(255,255,86,255);
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BallWidth = BallHeight*(YSize/XSize);
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H = BallHeight*YSize;
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W = H*0.5;
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Canvas.SetPos(XPos+BallPos.X*XSize-W,YPos+BallPos.Y*YSize-W);
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Canvas.DrawTile(Canvas.DefaultTexture,H,H,0,0,1,1);
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// Trajectory preview ball
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/*Canvas.SetDrawColor(255,255,86,64);
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Canvas.SetPos(XPos+BallTrajectory.X*XSize-W,YPos+BallTrajectory.Y*YSize-W);
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Canvas.DrawTile(Canvas.DefaultTexture,H,H,0,0,1,1);*/
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}
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function UpdateMouse(float X, float Y)
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{
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Y /= (ScreenHeight*8/Sensitivity);
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PlayerPad.Y = FClamp(PlayerPad.Y-Y,PadMoveLimit,1.f-PadMoveLimit);
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}
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function SetMouse(float X, float Y)
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{
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PlayerPad.Y = FClamp(Y/ScreenHeight,PadMoveLimit,1.f-PadMoveLimit);
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}
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final function RespawnBall()
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{
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BallVel.X = -1;
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BallVel.Y = 0.5-FRand();
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BallVel = Normal2D(BallVel)*0.35;
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BallPos = Default.BallPos;
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BallHeading = BH_ToPlayer;
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EnemyPadVel = 0.f;
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}
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final function NewRound()
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{
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BallVel = vect(0,0,0);
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BallPos = Default.BallPos;
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BallHeading = BH_None;
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SetTimer(1,false,'RespawnBall',Self);
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}
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final function PlayHitSound(bool bPlayer)
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{
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if (bPlayer)
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{
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if (HitSoundsA.Length==0)
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return;
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if (HitSoundsA[HitSoundIndex[0]]!=None)
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PlaySound(HitSoundsA[HitSoundIndex[0]],true);
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if (++HitSoundIndex[0]==HitSoundsA.Length)
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HitSoundIndex[0] = 0;
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}
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else
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{
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if (HitSoundsB.Length==0)
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return;
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if (HitSoundsB[HitSoundIndex[1]]!=None)
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PlaySound(HitSoundsB[HitSoundIndex[1]],true);
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if (++HitSoundIndex[1]==HitSoundsB.Length)
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HitSoundIndex[1] = 0;
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}
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}
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final function PlayerScored(bool bPlayer)
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{
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++NumPlays;
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if (bPlayer)
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{
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++Score;
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if (MissSound[1]!=None)
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PlaySound(MissSound[1],true);
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}
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else
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{
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--Score;
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if (MissSound[0]!=None)
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PlaySound(MissSound[0],true);
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}
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HitSoundIndex[0] = 0;
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HitSoundIndex[1] = 0;
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UpdateScores();
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SetAIRating();
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BallHeading = BH_None;
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SetTimer(2.5,false,'NewRound',Self);
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}
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// Calculate where the ball is going to hit on in enemy side.
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final function CalcEndPosition()
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{
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local float T,DY;
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local vector P,V;
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if (BallVel.X<=0.f) // Never.
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return;
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V = BallVel;
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P = BallPos;
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// Get hit time.
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T = (EnemyPad.X - PadWidth - (BallWidth*0.5) - P.X) / V.X;
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// Now take bounces into account.
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while (true)
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{
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if (V.Y<0.f) // Bottom.
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{
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DY = (LevelBoarderSize + (BallHeight*0.5) - P.Y) / V.Y; // Calc intersection time.
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if (DY<T)
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{
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P+=(V*DY);
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V.Y = -V.Y;
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T-=DY;
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}
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else break; // No more wallhits.
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}
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else if (V.Y>0.f) // Top.
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{
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DY = (1.f - LevelBoarderSize - (BallHeight*0.5) - P.Y) / V.Y;
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if (DY<T)
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{
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P+=(V*DY);
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V.Y = -V.Y;
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T-=DY;
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}
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else break; // No more wallhits.
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}
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else break; // No wallhits!
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}
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BallTrajectory = P+(V*T);
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}
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function Tick(float Delta)
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{
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local vector V,HN,ExtA,ExtB;
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local float DY;
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local bool bTraj,bRand;
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// Check collision unless out of bounds already.
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V = BallVel*Delta;
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if (BallHeading!=BH_None)
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{
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// Check paddles
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switch (BallHeading)
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{
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case BH_ToPlayer:
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if (BallPos.X<0.f)
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PlayerScored(false);
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else if ((BallPos.X+V.X)<0.05)
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{
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ExtA.X = PadWidth*0.5;
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ExtA.Y = PadHeight*0.5;
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ExtB.X = BallWidth*0.5;
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ExtB.Y = BallHeight*0.5;
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if (Box8DirTrace(BallPos,V,PlayerPad+vect(0.5,0,0)*PadWidth,ExtB,ExtA,HN,DY))
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{
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BallPos+=(V*DY);
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V = vect(0,0,0);
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if (HN.X<0.25) // Hit edge of the paddle
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{
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PlayerScored(false);
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BallVel = MirrorVectorByNormal(BallVel,HN);
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}
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else
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{
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AITrajOffset = 0.f;
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if (AITactic>3)
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AITrajOffset = FMin((AITactic-3)*0.35,0.97)*(0.5-FRand())*(PadHeight+BallWidth); // Randomly chose to throw ball in the corners to give angular momentum.
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BallHeading = BH_ToEnemy;
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BallVel.X *= -1.05;
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BallVel.Y = (BallPos.Y-PlayerPad.Y) / PadHeight * Abs(BallVel.X) * 4.5;
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CalcEndPosition();
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PlayHitSound(true);
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}
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}
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}
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break;
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case BH_ToEnemy:
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if (BallPos.X>1.f)
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PlayerScored(true);
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else if ((BallPos.X+V.X)>0.95)
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{
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ExtA.X = PadWidth*0.5;
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ExtA.Y = PadHeight*0.5;
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ExtB.X = BallWidth*0.5;
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ExtB.Y = BallHeight*0.5;
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if (Box8DirTrace(BallPos,V,EnemyPad-vect(0.5,0,0)*PadWidth,ExtB,ExtA,HN,DY))
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{
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BallPos+=(V*DY);
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V = vect(0,0,0);
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if (HN.X>-0.25) // Hit edge of the paddle
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{
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PlayerScored(true);
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BallVel = MirrorVectorByNormal(BallVel,HN);
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}
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else
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{
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BallHeading = BH_ToPlayer;
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BallVel.X = -BallVel.X;
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BallVel.Y = (BallPos.Y-EnemyPad.Y) / PadHeight * Abs(BallVel.X) * 4.5;
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PlayHitSound(false);
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}
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}
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}
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break;
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}
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// Check edges
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// Top.
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if (V.Y<0.f)
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{
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DY = LevelBoarderSize + (BallHeight*0.5) - BallPos.Y;
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if (DY>V.Y)
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{
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DY = DY / V.Y; // Calc intersection time.
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BallPos+=(V*DY);
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V = vect(0,0,0);
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BallVel.Y = -BallVel.Y;
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BallPos.Y = FMax(BallPos.Y,LevelBoarderSize+(BallHeight*0.5));
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CalcEndPosition();
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}
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}
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// Bottom
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if (V.Y>0.f)
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{
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DY = 1.f - LevelBoarderSize - (BallHeight*0.5) - BallPos.Y;
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if (DY<V.Y)
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{
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DY = DY / V.Y;
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BallPos+=(V*DY);
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V = vect(0,0,0);
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BallVel.Y = -BallVel.Y;
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BallPos.Y = FMin(BallPos.Y,1.f-LevelBoarderSize-(BallHeight*0.5));
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CalcEndPosition();
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}
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}
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bRand = true;
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if (AITactic>0.f) // Directly follow ball
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{
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bTraj = false;
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if (AITactic<1.f)
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{
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if (BallHeading==BH_ToEnemy)
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bRand = BallPos.X>AITactic;
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}
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else
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{
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bRand = false;
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if (AITactic>2.f && BallHeading==BH_ToEnemy)
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bTraj = (AITactic>=4.f || BallPos.X>(2.f - AITactic*0.5));
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}
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if (!bRand)
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{
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if (bTraj)
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{
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if (BallPos.X>0.5)
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HN.Y = BallTrajectory.Y+AITrajOffset-EnemyPad.Y;
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else HN.Y = BallTrajectory.Y-EnemyPad.Y;
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HN.X = FMin(2.f + ((AITactic-1.f)*3.f),13.f); // Calc paddle changespeed rate
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DY = FMin(0.15 + (AITactic*0.02f),2.f); // Calc paddle max speed
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}
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else
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{
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HN.Y = BallPos.Y-EnemyPad.Y;
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HN.X = FMin(3.f + (AITactic*6.f),15.f); // Calc paddle changespeed rate
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DY = FMin(0.25 + (AITactic*0.025f),2.f); // Calc paddle max speed
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}
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EnemyPadVel *= (1.f-Delta*HN.X); // Deaccel all the time.
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EnemyPadVel = FClamp(EnemyPadVel+(HN.Y*Delta*HN.X*6.f),-DY,DY);
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}
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}
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// Update AI
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if (bRand) // Random motion.
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{
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if (AITacticTimer<WorldInfo.TimeSeconds)
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{
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bAIRandom = (Rand(2)==0);
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AITacticTimer = WorldInfo.TimeSeconds+FRand();
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}
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DY = FMax(FMin(Delta,0.65f-Abs(EnemyPadVel)),0.f);
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if (bAIRandom)
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EnemyPadVel += DY;
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else EnemyPadVel -= DY;
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}
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// Apply by velocity and limit movement.
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EnemyPad.Y = EnemyPad.Y+(EnemyPadVel*Delta);
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if (EnemyPad.Y<PadMoveLimit)
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{
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EnemyPad.Y = PadMoveLimit;
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EnemyPadVel = FMax(EnemyPadVel,0.f);
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}
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else if (EnemyPad.Y>(1.f-PadMoveLimit))
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{
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EnemyPad.Y = 1.f-PadMoveLimit;
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EnemyPadVel = FMin(EnemyPadVel,0.f);
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}
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}
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BallPos+=V;
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}
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final function SetAIRating()
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{
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AITactic = float(Score)*0.1+0.5;
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}
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defaultproperties
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{
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PlayerPad=(X=0.005,Y=0.5)
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EnemyPad=(X=0.995,Y=0.5)
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ScreenHeight=800
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BallPos=(X=0.75,Y=0.5)
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BallTrajectory=(X=1,Y=0.5)
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BallHeading=BH_None
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} |