get camera working

This commit is contained in:
Travis Shears 2026-04-11 22:36:53 +02:00
parent e3a7182de1
commit 40806deaa6
Signed by: travisshears
GPG key ID: CB9BF1910F3F7469

View file

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