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const std = @import("std");
const spoon = @import("spoon");
const ball = @import("ball.zig");
pub const Side = enum(u1) {
left,
right,
};
const startingX = [2]f64{ 15, 60 };
const colors = [2]spoon.Attribute.Colour{ .blue, .red };
const leftLimit = [2]f64{ 1, 41 };
const rightLimit = [2]f64{ 34, 74 }; // (38, 79) minus a brother's width
pub const Brother = struct {
side: Side,
score: u8,
x: f64,
y: f64,
dx: f64,
dy: f64,
moveDuration: u64,
pub fn draw(self: Brother, rc: *spoon.Term.RenderContext) !void {
try rc.setAttribute(.{ .fg = colors[@enumToInt(self.side)] });
var iter = std.mem.split(u8, brother, "\n");
var y = @floatToInt(usize, std.math.round(self.y));
var x = @floatToInt(usize, std.math.round(self.x));
while (iter.next()) |line| : (y += 1) {
try rc.moveCursorTo(y, x);
_ = try rc.buffer.writer().write(line);
}
}
pub fn moveJump(self: *Brother) void {
if (self.dy == 0) { // no double jumps! TODO allow kicks off the wall
self.dy -= 4 / (1000 / 60.0);
}
}
pub fn moveLeft(self: *Brother) void {
self.dx -= 5 / (1000 / 60.0);
self.moveDuration = 24;
}
pub fn moveRight(self: *Brother) void {
self.dx += 5 / (1000 / 60.0);
self.moveDuration = 24;
}
pub fn reset(self: *Brother, side: Side) void {
self.side = side;
self.score = 0;
}
pub fn resetRound(self: *Brother) void {
self.x = startingX[@enumToInt(self.side)];
self.y = 17;
self.dx = 0;
self.dy = 0;
self.moveDuration = 0;
}
pub fn step(self: *Brother, b: *ball.Ball) void {
// Horizontal movement
const x = self.x + self.dx;
const ll = leftLimit[@enumToInt(self.side)];
const rl = rightLimit[@enumToInt(self.side)];
if (x < ll) {
self.x = ll;
self.dx = 0;
self.moveDuration = 0;
} else if (x > rl) {
self.x = rl;
self.dx = 0;
self.moveDuration = 0;
} else {
self.x = x;
if (self.moveDuration > 0) {
self.moveDuration -= 1;
if (self.moveDuration == 0) {
self.dx = 0;
}
}
}
// Vertical movement
const y = self.y + self.dy;
if (y < 12) { // jumping
self.y = 12;
self.dy = -self.dy;
} else if (y > 17) { // falling
self.y = 17;
self.dy = 0;
} else {
self.y = y;
}
// Check for ball collisions
if (b.y >= y and b.y <= y + 2 and b.x >= x and b.x < x + 5) {
if (b.dy > 0) {
b.dy = -b.dy / 1.5;
}
b.dx = b.dx / 2.0;
var strength: f64 = 1;
if (b.dx > 0 and self.dx < 0)
strength *= 2; // moving in opposite directions
if (y < 12) { // jumping
strength *= 2;
}
if (b.x < x + 1) {
b.dx -= strength * 4 / (1000 / 60.0);
} else if (b.x < x + 2) {
b.dx -= strength * 2 / (1000 / 60.0);
} else if (b.x < x + 3) {
var modifier: f64 = 1;
if (self.side == .left) modifier = -1;
b.dx += modifier * strength * 2 / (1000 / 60.0);
} else if (b.x < x + 4) {
b.dx += strength * 2 / (1000 / 60.0);
} else {
b.dx += strength * 4 / (1000 / 60.0);
}
b.dy = b.dy * strength - 0.04;
}
}
};
const brother =
\\█ █
\\█ █ █
\\█████
\\█████
\\█ █
\\█ █
;
|