get camera working
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e3a7182de1
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40806deaa6
1 changed files with 21 additions and 3 deletions
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@ -8,14 +8,27 @@
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(var walls-sprite nil)
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(var walls-batch nil)
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(var wall-quads nil)
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(local camera {:x 0 :y 0})
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(local debug true)
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(local collider-debug-boxes [])
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(local bump-world (bump.newWorld 25))
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(local player { :x 50 :y 50 :w 25 :h 25 :speed 80 })
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;; Screen Size
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(local screen-width 800)
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(local screen-height 600)
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; 16:9 (Modern Widescreen - Recommended)**
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; - **640x360** ← Best middle ground
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; - 800x450
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; - 1024x576
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; - 1280x720
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; **4:3 (Classic/Arcade Feel)**
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; - **320x240** (very retro, but small)
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; - **800x600** (spacious, classic 4:3)
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; - 1024x768
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(fn love.load []
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(love.window.setMode 600 640)
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(love.window.setMode screen-width screen-height)
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(bump-world:add player player.x player.y player.w player.h)
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;; load world images
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@ -90,12 +103,17 @@ while 1 do love.event.push('stdin', io.read('*line')) end") :start))
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(let [(x y) (bump-world:move player (+ player.x deltas.dx) (+ player.y deltas.dy))]
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; (print (fennel.view { :msg "Moving player" :x x :y y}))
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(tset player :x x)
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(tset player :y y)))))
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(tset player :y y))))
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;; Update camera to follow player (keep player centered on screen)
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(tset camera :x (- player.x (/ screen-width 2)))
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(tset camera :y (- player.y (/ screen-height 2)))
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)
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(fn love.draw []
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;; clear the screen and set bg to off white
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(love.graphics.clear)
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(love.graphics.translate (* -1 camera.x) (* -1 camera.y))
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(draw-world)
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;; draw player
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(love.graphics.draw
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