diff --git a/two_player_cleaning_game/main.fnl b/two_player_cleaning_game/main.fnl index 064b34f..9e0033c 100644 --- a/two_player_cleaning_game/main.fnl +++ b/two_player_cleaning_game/main.fnl @@ -45,7 +45,7 @@ (local debug false) (local collider-debug-boxes []) (local bump-world (bump.newWorld 25)) -(local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 }) +(local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 :rot 0 }) ; 16:9 (Modern Widescreen - Recommended)** ; - **640x360** ← Best middle ground ; - 800x450 @@ -133,20 +133,20 @@ while 1 do love.event.push('stdin', io.read('*line')) end") :start)) (love.graphics.rectangle "line" collider.x collider.y collider.width collider.height)))) (fn love.update [dt] - (let [deltas { :dx 0 :dy 0}] - (if (love.keyboard.isDown :right) - (tset deltas :dx (* player.speed dt)) - (if (love.keyboard.isDown :left) - (tset deltas :dx (* (* -1 player.speed) dt)))) - (if (love.keyboard.isDown :down) - (tset deltas :dy (* player.speed dt)) - (if (love.keyboard.isDown :up) - (tset deltas :dy (* (* -1 player.speed) dt)))) - (if (or (not= 0 deltas.dx) (not= 0 deltas.dy)) - (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)))) + ; rotate player + (if (and (love.keyboard.isDown :d) (not (love.keyboard.isDown :a))) + (tset player :rot (+ player.rot (* dt 2)))) + + (if (and (love.keyboard.isDown :a) (not (love.keyboard.isDown :d))) + (tset player :rot (- player.rot (* dt 2)))) + + (if (or (love.keyboard.isDown :a) (love.keyboard.isDown :d)) + (let [ + new-x (+ player.x (* player.speed dt (math.cos player.rot))) + new-y (+ player.y (* player.speed dt (math.sin player.rot))) + (x y) (bump-world:move player new-x new-y)] + (tset player :x x) + (tset player :y y))) ;; Update camera to follow player (keep player centered on screen) (tset camera :x (- player.x (/ screen.canvas-w 2))) @@ -180,17 +180,38 @@ while 1 do love.event.push('stdin', io.read('*line')) end") :start)) (love.graphics.pop) ) + +(lambda angle-to-direction [angle] + "Convert angle (radians) to compass direction keyword" + (local tau (* 2 math.pi)) + ; Normalize angle to 0-2π range + (local normalized (% (+ angle tau) tau)) + ; Offset by 22.5° (π/8) so section boundaries align with directions + (local offset (+ normalized (/ math.pi 8))) + ; Find which 45° section (π/4) it falls into + (local section (math.floor (/ offset (/ math.pi 4)))) + ; Map to compass directions + (local directions [:e :se :s :sw :w :nw :n :ne]) + (. directions (+ (% section 8) 1))) + (fn draw-player [] "draw player sprite and hitbox" (reset-color) (love.graphics.draw player-art.player-sprite - player-art.player1.quads.n + (. player-art.player1.quads (angle-to-direction player.rot)) player.x player.y) - ;; draw player hitbox + ;; draw player hitbox and direction line (when debug (set-color :black) - (love.graphics.rectangle "line" player.x player.y player.w player.h))) + (love.graphics.rectangle "line" player.x player.y player.w player.h) + (love.graphics.push) + (let [ox (+ player.x (/ 25 2)) oy (+ player.y (/ 25 2))] + (love.graphics.translate ox oy) + (love.graphics.rotate player.rot) + (love.graphics.line 0 0 35 0)) + (love.graphics.pop) + )) (fn love.draw []