update player movment to use player rot
This commit is contained in:
parent
0d29988a66
commit
449145cf20
1 changed files with 39 additions and 18 deletions
|
|
@ -45,7 +45,7 @@
|
||||||
(local debug false)
|
(local debug false)
|
||||||
(local collider-debug-boxes [])
|
(local collider-debug-boxes [])
|
||||||
(local bump-world (bump.newWorld 25))
|
(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)**
|
; 16:9 (Modern Widescreen - Recommended)**
|
||||||
; - **640x360** ← Best middle ground
|
; - **640x360** ← Best middle ground
|
||||||
; - 800x450
|
; - 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))))
|
(love.graphics.rectangle "line" collider.x collider.y collider.width collider.height))))
|
||||||
|
|
||||||
(fn love.update [dt]
|
(fn love.update [dt]
|
||||||
(let [deltas { :dx 0 :dy 0}]
|
; rotate player
|
||||||
(if (love.keyboard.isDown :right)
|
(if (and (love.keyboard.isDown :d) (not (love.keyboard.isDown :a)))
|
||||||
(tset deltas :dx (* player.speed dt))
|
(tset player :rot (+ player.rot (* dt 2))))
|
||||||
(if (love.keyboard.isDown :left)
|
|
||||||
(tset deltas :dx (* (* -1 player.speed) dt))))
|
(if (and (love.keyboard.isDown :a) (not (love.keyboard.isDown :d)))
|
||||||
(if (love.keyboard.isDown :down)
|
(tset player :rot (- player.rot (* dt 2))))
|
||||||
(tset deltas :dy (* player.speed dt))
|
|
||||||
(if (love.keyboard.isDown :up)
|
(if (or (love.keyboard.isDown :a) (love.keyboard.isDown :d))
|
||||||
(tset deltas :dy (* (* -1 player.speed) dt))))
|
(let [
|
||||||
(if (or (not= 0 deltas.dx) (not= 0 deltas.dy))
|
new-x (+ player.x (* player.speed dt (math.cos player.rot)))
|
||||||
(let [(x y) (bump-world:move player (+ player.x deltas.dx) (+ player.y deltas.dy))]
|
new-y (+ player.y (* player.speed dt (math.sin player.rot)))
|
||||||
; (print (fennel.view { :msg "Moving player" :x x :y y}))
|
(x y) (bump-world:move player new-x new-y)]
|
||||||
(tset player :x x)
|
(tset player :x x)
|
||||||
(tset player :y y))))
|
(tset player :y y)))
|
||||||
|
|
||||||
;; Update camera to follow player (keep player centered on screen)
|
;; Update camera to follow player (keep player centered on screen)
|
||||||
(tset camera :x (- player.x (/ screen.canvas-w 2)))
|
(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)
|
(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 []
|
(fn draw-player []
|
||||||
"draw player sprite and hitbox"
|
"draw player sprite and hitbox"
|
||||||
(reset-color)
|
(reset-color)
|
||||||
(love.graphics.draw
|
(love.graphics.draw
|
||||||
player-art.player-sprite
|
player-art.player-sprite
|
||||||
player-art.player1.quads.n
|
(. player-art.player1.quads (angle-to-direction player.rot))
|
||||||
player.x player.y)
|
player.x player.y)
|
||||||
;; draw player hitbox
|
;; draw player hitbox and direction line
|
||||||
(when debug
|
(when debug
|
||||||
(set-color :black)
|
(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 []
|
(fn love.draw []
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue