Membuat Game Pong dengan Framework Love2D (1)
Tutorial ini adalah lanjutan dari tutorial sebelumnya https://www.ardhi.web.id/2020/07/membuat-game-pong-dengan-framework.html.
Kita tambahkan code berikut ke file main.lua
-- push is a library that will allow us to draw our game at a virtual -- resolution, instead of however large our window is; used to provide -- a more retro aesthetic -- -- https://github.com/Ulydev/push push = require 'push'
Tambahkan code tersebut di atas baris yang memuat
WINDOW_WIDTH = 1280Kemudian tambahkan dua konstanta yaitu VIRTUAL_WIDTH dan VIRTUAL_HEIGHT
VIRTUAL_WIDTH = 432 VIRTUAL_HEIGHT = 243
Tambahkan konstanta tersebut di bawah baris yang memuat
Ubah fungsi love.load() menjadi sebagai berikut
WINDOW_HEIGHT = 720
function love.load() -- use nearest-neighbor filtering on upscaling and downscaling to prevent blurring of text -- and graphics; try removing this function to see the difference! love.graphics.setDefaultFilter('nearest', 'nearest') -- initialize our virtual resolution, which will be rendered within our -- actual window no matter its dimensions; replaces our love.window.setMode call -- from the last example push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, { fullscreen = false, resizable = false, vsync = true }) end
Tambahkan fungsi love.keypressed(key)
--[[ Keyboard handling, dipanggil di setiap frame ]] function love.keypressed(key) -- keys diakses menggunakan string name if key == 'escape' then -- keluar dari aplikasi love.event.quit() end endKemudian update fungsi love.draw() sehingga menjadi sebagai berikut
function love.draw() -- begin rendering at virtual resolution push:apply('start') -- condensed onto one line from last example -- note we are now using virtual width and height now for text placement love.graphics.printf('Hello Pong!', 0, VIRTUAL_HEIGHT / 2 - 6, VIRTUAL_WIDTH, 'center') -- end rendering at virtual resolution push:apply('end') end
Sehingga code lengkapnya adalah sebagai berikut
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--[[ | |
Remake Game Pong | |
pong-0 | |
"The Day-0 Update" | |
-- Program Utama -- | |
Penulis kode : Colton Ogden | |
cogden@cs50.harvard.edu | |
diedit oleh : Ardhi Wijayanto | |
ardhi.wijayanto[at]staff.uns.ac.id | |
Originally programmed by Atari in 1972. Features two | |
paddles, controlled by players, with the goal of getting | |
the ball past your opponent's edge. First to 10 points wins. | |
This version is built to more closely resemble the NES than | |
the original Pong machines or the Atari 2600 in terms of | |
resolution, though in widescreen (16:9) so it looks nicer on | |
modern systems. | |
]] | |
-- push is a library that will allow us to draw our game at a virtual | |
-- resolution, instead of however large our window is; used to provide | |
-- a more retro aesthetic | |
-- | |
-- https://github.com/Ulydev/push | |
push = require 'push' | |
WINDOW_WIDTH = 1280 | |
WINDOW_HEIGHT = 720 | |
VIRTUAL_WIDTH = 432 | |
VIRTUAL_HEIGHT = 243 | |
--[[ | |
Fungsi ini dijalankan pertama kali ketika game dimulai, untuk menginisialisasi game | |
]] | |
function love.load() | |
-- use nearest-neighbor filtering on upscaling and downscaling to prevent blurring of text | |
-- and graphics; try removing this function to see the difference! | |
love.graphics.setDefaultFilter('nearest', 'nearest') | |
-- initialize our virtual resolution, which will be rendered within our | |
-- actual window no matter its dimensions; replaces our love.window.setMode call | |
-- from the last example | |
push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, { | |
fullscreen = false, | |
resizable = false, | |
vsync = true | |
}) | |
end | |
--[[ | |
Keyboard handling, dipanggil di setiap frame | |
]] | |
function love.keypressed(key) | |
-- keys diakses menggunakan string name | |
if key == 'escape' then | |
-- keluar dari aplikasi | |
love.event.quit() | |
end | |
end | |
--[[ | |
Digunakan untuk menggambar ke screen | |
]] | |
function love.draw() | |
-- begin rendering at virtual resolution | |
push:apply('start') | |
-- condensed onto one line from last example | |
-- note we are now using virtual width and height now for text placement | |
love.graphics.printf('Hello Pong!', 0, VIRTUAL_HEIGHT / 2 - 6, VIRTUAL_WIDTH, 'center') | |
-- end rendering at virtual resolution | |
push:apply('end') | |
end |
File push.lua ini adalah library yang dapat menangani resolution handling, sehingga game developer bisa fokus membuat game dengan resolusi yang fixed.
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-- push is a simple resolution-handling library that allows you to focus on making your game with a fixed resolution. | |
-- https://github.com/Ulydev/push/ | |
-- push.lua v0.3 | |
-- Copyright (c) 2018 Ulysse Ramage | |
-- Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: | |
-- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. | |
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. | |
local love11 = love.getVersion() == 11 | |
local getDPI = love11 and love.window.getDPIScale or love.window.getPixelScale | |
local push = { | |
defaults = { | |
fullscreen = false, | |
resizable = false, | |
pixelperfect = false, | |
highdpi = true, | |
canvas = true | |
} | |
} | |
setmetatable(push, push) | |
function push:applySettings(settings) | |
for k, v in pairs(settings) do | |
self["_" .. k] = v | |
end | |
end | |
function push:resetSettings() return self:applySettings(self.defaults) end | |
function push:setupScreen(WWIDTH, WHEIGHT, RWIDTH, RHEIGHT, settings) | |
settings = settings or {} | |
self._WWIDTH, self._WHEIGHT = WWIDTH, WHEIGHT | |
self._RWIDTH, self._RHEIGHT = RWIDTH, RHEIGHT | |
self:applySettings(self.defaults) --set defaults first | |
self:applySettings(settings) --then fill with custom settings | |
love.window.setMode(self._RWIDTH, self._RHEIGHT, { | |
fullscreen = self._fullscreen, | |
resizable = self._resizable, | |
highdpi = self._highdpi | |
}) | |
self:initValues() | |
if self._canvas then | |
self:setupCanvas({ "default" }) --setup canvas | |
end | |
self._borderColor = {0, 0, 0} | |
self._drawFunctions = { | |
["start"] = self.start, | |
["end"] = self.finish | |
} | |
return self | |
end | |
function push:setupCanvas(canvases) | |
table.insert(canvases, { name = "_render", private = true }) --final render | |
self._canvas = true | |
self.canvases = {} | |
for i = 1, #canvases do | |
push:addCanvas(canvases[i]) | |
end | |
return self | |
end | |
function push:addCanvas(params) | |
table.insert(self.canvases, { | |
name = params.name, | |
private = params.private, | |
shader = params.shader, | |
canvas = love.graphics.newCanvas(self._WWIDTH, self._WHEIGHT) | |
}) | |
end | |
function push:setCanvas(name) | |
if not self._canvas then return true end | |
return love.graphics.setCanvas(self:getCanvasTable(name).canvas) | |
end | |
function push:getCanvasTable(name) | |
for i = 1, #self.canvases do | |
if self.canvases[i].name == name then | |
return self.canvases[i] | |
end | |
end | |
end | |
function push:setShader(name, shader) | |
if not shader then | |
self:getCanvasTable("_render").shader = name | |
else | |
self:getCanvasTable(name).shader = shader | |
end | |
end | |
function push:initValues() | |
self._PSCALE = (not love11 and self._highdpi) and getDPI() or 1 | |
self._SCALE = { | |
x = self._RWIDTH/self._WWIDTH * self._PSCALE, | |
y = self._RHEIGHT/self._WHEIGHT * self._PSCALE | |
} | |
if self._stretched then --if stretched, no need to apply offset | |
self._OFFSET = {x = 0, y = 0} | |
else | |
local scale = math.min(self._SCALE.x, self._SCALE.y) | |
if self._pixelperfect then scale = math.floor(scale) end | |
self._OFFSET = {x = (self._SCALE.x - scale) * (self._WWIDTH/2), y = (self._SCALE.y - scale) * (self._WHEIGHT/2)} | |
self._SCALE.x, self._SCALE.y = scale, scale --apply same scale to X and Y | |
end | |
self._GWIDTH = self._RWIDTH * self._PSCALE - self._OFFSET.x * 2 | |
self._GHEIGHT = self._RHEIGHT * self._PSCALE - self._OFFSET.y * 2 | |
end | |
function push:apply(operation, shader) | |
self._drawFunctions[operation](self, shader) | |
end | |
function push:start() | |
if self._canvas then | |
love.graphics.push() | |
love.graphics.setCanvas(self.canvases[1].canvas) | |
else | |
love.graphics.translate(self._OFFSET.x, self._OFFSET.y) | |
love.graphics.setScissor(self._OFFSET.x, self._OFFSET.y, self._WWIDTH*self._SCALE.x, self._WHEIGHT*self._SCALE.y) | |
love.graphics.push() | |
love.graphics.scale(self._SCALE.x, self._SCALE.y) | |
end | |
end | |
function push:applyShaders(canvas, shaders) | |
local _shader = love.graphics.getShader() | |
if #shaders <= 1 then | |
love.graphics.setShader(shaders[1]) | |
love.graphics.draw(canvas) | |
else | |
local _canvas = love.graphics.getCanvas() | |
local _tmp = self:getCanvasTable("_tmp") | |
if not _tmp then --create temp canvas only if needed | |
self:addCanvas({ name = "_tmp", private = true, shader = nil }) | |
_tmp = self:getCanvasTable("_tmp") | |
end | |
love.graphics.push() | |
love.graphics.origin() | |
local outputCanvas | |
for i = 1, #shaders do | |
local inputCanvas = i % 2 == 1 and canvas or _tmp.canvas | |
outputCanvas = i % 2 == 0 and canvas or _tmp.canvas | |
love.graphics.setCanvas(outputCanvas) | |
love.graphics.clear() | |
love.graphics.setShader(shaders[i]) | |
love.graphics.draw(inputCanvas) | |
love.graphics.setCanvas(inputCanvas) | |
end | |
love.graphics.pop() | |
love.graphics.setCanvas(_canvas) | |
love.graphics.draw(outputCanvas) | |
end | |
love.graphics.setShader(_shader) | |
end | |
function push:finish(shader) | |
love.graphics.setBackgroundColor(unpack(self._borderColor)) | |
if self._canvas then | |
local _render = self:getCanvasTable("_render") | |
love.graphics.pop() | |
local white = love11 and 1 or 255 | |
love.graphics.setColor(white, white, white) | |
--draw canvas | |
love.graphics.setCanvas(_render.canvas) | |
for i = 1, #self.canvases do --do not draw _render yet | |
local _table = self.canvases[i] | |
if not _table.private then | |
local _canvas = _table.canvas | |
local _shader = _table.shader | |
self:applyShaders(_canvas, type(_shader) == "table" and _shader or { _shader }) | |
end | |
end | |
love.graphics.setCanvas() | |
--draw render | |
love.graphics.translate(self._OFFSET.x, self._OFFSET.y) | |
local shader = shader or _render.shader | |
love.graphics.push() | |
love.graphics.scale(self._SCALE.x, self._SCALE.y) | |
self:applyShaders(_render.canvas, type(shader) == "table" and shader or { shader }) | |
love.graphics.pop() | |
--clear canvas | |
for i = 1, #self.canvases do | |
love.graphics.setCanvas(self.canvases[i].canvas) | |
love.graphics.clear() | |
end | |
love.graphics.setCanvas() | |
love.graphics.setShader() | |
else | |
love.graphics.pop() | |
love.graphics.setScissor() | |
end | |
end | |
function push:setBorderColor(color, g, b) | |
self._borderColor = g and {color, g, b} or color | |
end | |
function push:toGame(x, y) | |
x, y = x - self._OFFSET.x, y - self._OFFSET.y | |
local normalX, normalY = x / self._GWIDTH, y / self._GHEIGHT | |
x = (x >= 0 and x <= self._WWIDTH * self._SCALE.x) and normalX * self._WWIDTH or nil | |
y = (y >= 0 and y <= self._WHEIGHT * self._SCALE.y) and normalY * self._WHEIGHT or nil | |
return x, y | |
end | |
--doesn't work - TODO | |
function push:toReal(x, y) | |
return x + self._OFFSET.x, y + self._OFFSET.y | |
end | |
function push:switchFullscreen(winw, winh) | |
self._fullscreen = not self._fullscreen | |
local windowWidth, windowHeight = love.window.getDesktopDimensions() | |
if self._fullscreen then --save windowed dimensions for later | |
self._WINWIDTH, self._WINHEIGHT = self._RWIDTH, self._RHEIGHT | |
elseif not self._WINWIDTH or not self._WINHEIGHT then | |
self._WINWIDTH, self._WINHEIGHT = windowWidth * .5, windowHeight * .5 | |
end | |
self._RWIDTH = self._fullscreen and windowWidth or winw or self._WINWIDTH | |
self._RHEIGHT = self._fullscreen and windowHeight or winh or self._WINHEIGHT | |
self:initValues() | |
love.window.setFullscreen(self._fullscreen, "desktop") | |
if not self._fullscreen and (winw or winh) then | |
love.window.setMode(self._RWIDTH, self._RHEIGHT) --set window dimensions | |
end | |
end | |
function push:resize(w, h) | |
if self._highdpi then w, h = w / self._PSCALE, h / self._PSCALE end | |
self._RWIDTH = w | |
self._RHEIGHT = h | |
self:initValues() | |
end | |
function push:getWidth() return self._WWIDTH end | |
function push:getHeight() return self._WHEIGHT end | |
function push:getDimensions() return self._WWIDTH, self._WHEIGHT end | |
return push |
Kode program lengkap dapat diunduh di https://github.com/ardhiesta/pong
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