more musical pong. uhm ping.

This commit is contained in:
Robin Gareus 2016-08-21 22:57:18 +02:00
parent 9e981367e2
commit 970241b654

View file

@ -26,6 +26,7 @@ end
-- Game State (for this instance)
-- NOTE: these variables are for the DSP part (not shared with the GUI instance)
local sample_rate -- sample-rate
local fps -- audio samples per game-step
local game_time -- counts up to fps
local game_score
@ -41,6 +42,7 @@ function dsp_init (rate)
self:shmem ():allocate (3)
self:shmem ():clear ()
-- initialize some variables
sample_rate = rate
fps = rate / 25
ping_pitch = 752 / rate
ball_x = 0.5
@ -53,6 +55,15 @@ function dsp_init (rate)
lost_sound = 3 * fps
end
function queue_beep ()
-- queue 'ping' sound (unless one is already playing to prevent clicks)
if (ping_sound >= fps) then
ping_sound = 0
ping_phase = 0
local midi_note = math.floor (60 + math.random () * 24)
ping_pitch = (440 / 32) * 2^((midi_note - 10.0) / 12.0) / sample_rate
end
end
-- callback: process "n_samples" of audio
-- ins, outs are http://manual.ardour.org/lua-scripting/class_reference/#C:FloatArray
@ -84,13 +95,20 @@ function dsp_run (ins, outs, n_samples)
ball_y = ball_y + dy * ctrl[3]
-- reflect left/right
if ball_x >= 1 or ball_x <= 0 then dx = -dx end
-- keep the ball in the field
if ball_x >= 1 then ball_x = 1 end
if ball_x <= 0 then ball_x = 0 end
if ball_x >= 1 or ball_x <= 0 then
dx = -dx
queue_beep ()
end
-- single player (reflect top) -- TODO "stereo" version, 2 ctrls :)
if ball_y <= 0 then dy = - dy y = 0 end
if ball_y <= 0 then
dy = - dy y = 0
queue_beep ()
end
-- keep the ball in the field at all times
if ball_x >= 1 then ball_x = 1 end
if ball_x <= 0 then ball_x = 0 end
-- bottom edge
if ball_y > 1 then
@ -102,12 +120,8 @@ function dsp_run (ins, outs, n_samples)
dx = dx - 0.04 * (bar - ball_x)
-- make sure it's moving (not stuck on borders)
if math.abs (dx) < 0.0001 then dx = 0.0001 end
-- queue 'ping' sound (unless it's already playing to prevent clicks)
if (ping_sound >= fps) then
ping_sound = 0
ping_phase = 0
end
game_score = game_score + 1
queue_beep ()
else
-- game over, reset game
lost_sound = 0 -- re-start noise