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const ball = @import("ball.zig");
const brothers = @import("brothers.zig");
const inputs = @import("inputs.zig");
const std = @import("std");
const utils = @import("utils.zig");
const w4 = @import("wasm4.zig");
pub const Game = struct {
ball: ball.Ball = undefined,
brothers: [2]brothers.Brother = undefined,
gamepads: [4]inputs.Gamepad = undefined,
playerSide: utils.side = undefined,
pub fn draw(self: *Game) void {
self.brothers[0].draw();
self.brothers[1].draw();
self.ball.draw();
// draw the net
w4.DRAW_COLORS.* = 0x42;
w4.rect(78, 100, 4, 61);
// Did someone win?
if (self.ball.y >= 160 - ball.ball_height) {
if (self.ball.x >= 80) {
w4.text("Scored!", 8, 64);
} else {
w4.text("Scored!", 160 - 56 - 8, 64);
}
}
}
pub fn reset(self: *Game) void {
self.brothers[0].reset(.left);
self.brothers[1].reset(.right);
self.resetRound();
}
pub fn resetRound(self: *Game) void {
if ((self.brothers[0].score + self.brothers[1].score) % 2 == 0) {
self.ball.resetRound(.left);
} else {
self.ball.resetRound(.right);
}
self.brothers[0].resetRound();
self.brothers[1].resetRound();
self.gamepads[0].reset();
self.gamepads[1].reset();
}
pub fn update(self: *Game) bool {
self.gamepads[0].update(w4.GAMEPAD1.*);
self.gamepads[1].update(w4.GAMEPAD2.*);
self.brothers[0].update(self.gamepads[0]);
self.brothers[1].update(self.gamepads[1]);
const finished = self.ball.update();
self.brothers[0].collide(&self.ball);
self.brothers[1].collide(&self.ball);
if (finished) |side| {
if (side == .left) {
self.brothers[1].score += 1;
} else {
self.brothers[0].score += 1;
}
return true;
}
return false;
}
};
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