comment everything out before trying out tiny-ecs
This commit is contained in:
parent
ffe9d8226d
commit
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5 changed files with 1194 additions and 304 deletions
12
two_player_cleaning_game/assets.fnl
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12
two_player_cleaning_game/assets.fnl
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@ -0,0 +1,12 @@
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(local assets {})
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(love.graphics.setDefaultFilter "nearest" "nearest")
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(set assets.objects-sprite (love.graphics.newImage "assets/objects.png"))
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(set assets.walls-sprite (love.graphics.newImage "assets/walls.png"))
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(set assets.battery-bar-sprite (love.graphics.newImage "assets/battery_bar.png"))
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(set assets.player-sprite (love.graphics.newImage "assets/player.png"))
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{
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: assets
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}
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@ -1,9 +1,9 @@
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{
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"activeFile": "tutorial.tmx",
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"activeFile": "objects.tsx",
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"expandedProjectPaths": [
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"/Users/she0001t/personal_projects/fennel_love2d_experiments/two_player_cleaning_game",
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"/Users/she0001t/personal_projects/fennel_love2d_experiments/two_player_cleaning_game/assets",
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".",
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"/Users/she0001t/personal_projects/fennel_love2d_experiments/two_player_cleaning_game/assets"
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"/Users/she0001t/personal_projects/fennel_love2d_experiments/two_player_cleaning_game"
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],
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"fileStates": {
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"level_001.tmx": {
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@ -60,8 +60,8 @@
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"recentFiles": [
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"level_001.tmx",
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"walls.tsx",
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"objects.tsx",
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"tutorial.tmx",
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"objects.tsx",
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"map_tileset.tsx"
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],
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"tileset.lastUsedFormat": "tsx",
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863
two_player_cleaning_game/libs/tiny.lua
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863
two_player_cleaning_game/libs/tiny.lua
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@ -0,0 +1,863 @@
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--[[
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Copyright (c) 2016 Calvin Rose
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Permission is hereby granted, free of charge, to any person obtaining a copy of
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this software and associated documentation files (the "Software"), to deal in
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the Software without restriction, including without limitation the rights to
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use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
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the Software, and to permit persons to whom the Software is furnished to do so,
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subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
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FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
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COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
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IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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]]
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--- @module tiny-ecs
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-- @author Calvin Rose
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-- @license MIT
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-- @copyright 2016
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local tiny = {}
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-- Local versions of standard lua functions
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local tinsert = table.insert
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local tremove = table.remove
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local tsort = table.sort
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local setmetatable = setmetatable
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local type = type
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local select = select
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-- Local versions of the library functions
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local tiny_manageEntities
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local tiny_manageSystems
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local tiny_addEntity
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local tiny_addSystem
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local tiny_add
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local tiny_removeEntity
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local tiny_removeSystem
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--- Filter functions.
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-- A Filter is a function that selects which Entities apply to a System.
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-- Filters take two parameters, the System and the Entity, and return a boolean
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-- value indicating if the Entity should be processed by the System. A truthy
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-- value includes the entity, while a falsey (nil or false) value excludes the
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-- entity.
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--
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-- Filters must be added to Systems by setting the `filter` field of the System.
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-- Filter's returned by tiny-ecs's Filter functions are immutable and can be
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-- used by multiple Systems.
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--
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-- local f1 = tiny.requireAll("position", "velocity", "size")
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-- local f2 = tiny.requireAny("position", "velocity", "size")
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--
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-- local e1 = {
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-- position = {2, 3},
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-- velocity = {3, 3},
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-- size = {4, 4}
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-- }
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--
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-- local entity2 = {
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-- position = {4, 5},
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-- size = {4, 4}
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-- }
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--
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-- local e3 = {
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-- position = {2, 3},
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-- velocity = {3, 3}
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-- }
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--
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-- print(f1(nil, e1), f1(nil, e2), f1(nil, e3)) -- prints true, false, false
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-- print(f2(nil, e1), f2(nil, e2), f2(nil, e3)) -- prints true, true, true
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--
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-- Filters can also be passed as arguments to other Filter constructors. This is
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-- a powerful way to create complex, custom Filters that select a very specific
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-- set of Entities.
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--
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-- -- Selects Entities with an "image" Component, but not Entities with a
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-- -- "Player" or "Enemy" Component.
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-- filter = tiny.requireAll("image", tiny.rejectAny("Player", "Enemy"))
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--
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-- @section Filter
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-- A helper function to compile filters.
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local filterJoin
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-- A helper function to filters from string
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local filterBuildString
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do
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local loadstring = loadstring or load
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local function getchr(c)
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return "\\" .. c:byte()
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end
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local function make_safe(text)
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return ("%q"):format(text):gsub('\n', 'n'):gsub("[\128-\255]", getchr)
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end
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local function filterJoinRaw(prefix, seperator, ...)
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local accum = {}
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local build = {}
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for i = 1, select('#', ...) do
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local item = select(i, ...)
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if type(item) == 'string' then
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accum[#accum + 1] = ("(e[%s] ~= nil)"):format(make_safe(item))
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elseif type(item) == 'function' then
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build[#build + 1] = ('local subfilter_%d_ = select(%d, ...)')
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:format(i, i)
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accum[#accum + 1] = ('(subfilter_%d_(system, e))'):format(i)
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else
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error 'Filter token must be a string or a filter function.'
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end
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end
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local source = ('%s\nreturn function(system, e) return %s(%s) end')
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:format(
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table.concat(build, '\n'),
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prefix,
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table.concat(accum, seperator))
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local loader, err = loadstring(source)
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if err then error(err) end
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return loader(...)
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end
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function filterJoin(...)
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local state, value = pcall(filterJoinRaw, ...)
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if state then return value else return nil, value end
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end
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local function buildPart(str)
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local accum = {}
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local subParts = {}
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str = str:gsub('%b()', function(p)
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subParts[#subParts + 1] = buildPart(p:sub(2, -2))
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return ('\255%d'):format(#subParts)
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end)
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for invert, part, sep in str:gmatch('(%!?)([^%|%&%!]+)([%|%&]?)') do
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if part:match('^\255%d+$') then
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local partIndex = tonumber(part:match(part:sub(2)))
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accum[#accum + 1] = ('%s(%s)')
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:format(invert == '' and '' or 'not', subParts[partIndex])
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else
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accum[#accum + 1] = ("(e[%s] %s nil)")
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:format(make_safe(part), invert == '' and '~=' or '==')
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end
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if sep ~= '' then
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accum[#accum + 1] = (sep == '|' and ' or ' or ' and ')
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end
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end
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return table.concat(accum)
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end
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function filterBuildString(str)
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local source = ("return function(_, e) return %s end")
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:format(buildPart(str))
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local loader, err = loadstring(source)
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if err then
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error(err)
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end
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return loader()
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end
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end
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--- Makes a Filter that selects Entities with all specified Components and
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-- Filters.
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function tiny.requireAll(...)
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return filterJoin('', ' and ', ...)
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end
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--- Makes a Filter that selects Entities with at least one of the specified
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-- Components and Filters.
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function tiny.requireAny(...)
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return filterJoin('', ' or ', ...)
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end
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--- Makes a Filter that rejects Entities with all specified Components and
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-- Filters, and selects all other Entities.
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function tiny.rejectAll(...)
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return filterJoin('not', ' and ', ...)
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end
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--- Makes a Filter that rejects Entities with at least one of the specified
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-- Components and Filters, and selects all other Entities.
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function tiny.rejectAny(...)
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return filterJoin('not', ' or ', ...)
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end
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--- Makes a Filter from a string. Syntax of `pattern` is as follows.
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--
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-- * Tokens are alphanumeric strings including underscores.
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-- * Tokens can be separated by |, &, or surrounded by parentheses.
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-- * Tokens can be prefixed with !, and are then inverted.
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--
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-- Examples are best:
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-- 'a|b|c' - Matches entities with an 'a' OR 'b' OR 'c'.
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-- 'a&!b&c' - Matches entities with an 'a' AND NOT 'b' AND 'c'.
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-- 'a|(b&c&d)|e - Matches 'a' OR ('b' AND 'c' AND 'd') OR 'e'
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-- @param pattern
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function tiny.filter(pattern)
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local state, value = pcall(filterBuildString, pattern)
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if state then return value else return nil, value end
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end
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--- System functions.
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-- A System is a wrapper around function callbacks for manipulating Entities.
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-- Systems are implemented as tables that contain at least one method;
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-- an update function that takes parameters like so:
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--
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-- * `function system:update(dt)`.
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--
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-- There are also a few other optional callbacks:
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--
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-- * `function system:filter(entity)` - Returns true if this System should
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-- include this Entity, otherwise should return false. If this isn't specified,
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-- no Entities are included in the System.
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-- * `function system:onAdd(entity)` - Called when an Entity is added to the
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-- System.
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-- * `function system:onRemove(entity)` - Called when an Entity is removed
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-- from the System.
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-- * `function system:onModify(dt)` - Called when the System is modified by
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-- adding or removing Entities from the System.
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-- * `function system:onAddToWorld(world)` - Called when the System is added
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-- to the World, before any entities are added to the system.
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-- * `function system:onRemoveFromWorld(world)` - Called when the System is
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-- removed from the world, after all Entities are removed from the System.
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-- * `function system:preWrap(dt)` - Called on each system before update is
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-- called on any system.
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-- * `function system:postWrap(dt)` - Called on each system in reverse order
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-- after update is called on each system. The idea behind `preWrap` and
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-- `postWrap` is to allow for systems that modify the behavior of other systems.
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-- Say there is a DrawingSystem, which draws sprites to the screen, and a
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-- PostProcessingSystem, that adds some blur and bloom effects. In the preWrap
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-- method of the PostProcessingSystem, the System could set the drawing target
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-- for the DrawingSystem to a special buffer instead the screen. In the postWrap
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-- method, the PostProcessingSystem could then modify the buffer and render it
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-- to the screen. In this setup, the PostProcessingSystem would be added to the
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-- World after the drawingSystem (A similar but less flexible behavior could
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-- be accomplished with a single custom update function in the DrawingSystem).
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--
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-- For Filters, it is convenient to use `tiny.requireAll` or `tiny.requireAny`,
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-- but one can write their own filters as well. Set the Filter of a System like
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-- so:
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-- system.filter = tiny.requireAll("a", "b", "c")
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-- or
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-- function system:filter(entity)
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-- return entity.myRequiredComponentName ~= nil
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-- end
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--
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-- All Systems also have a few important fields that are initialized when the
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-- system is added to the World. A few are important, and few should be less
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-- commonly used.
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--
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-- * The `world` field points to the World that the System belongs to. Useful
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-- for adding and removing Entities from the world dynamically via the System.
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-- * The `active` flag is whether or not the System is updated automatically.
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-- Inactive Systems should be updated manually or not at all via
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-- `system:update(dt)`. Defaults to true.
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-- * The `entities` field is an ordered list of Entities in the System. This
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-- list can be used to quickly iterate through all Entities in a System.
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-- * The `interval` field is an optional field that makes Systems update at
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-- certain intervals using buffered time, regardless of World update frequency.
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-- For example, to make a System update once a second, set the System's interval
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-- to 1.
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-- * The `index` field is the System's index in the World. Lower indexed
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-- Systems are processed before higher indices. The `index` is a read only
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-- field; to set the `index`, use `tiny.setSystemIndex(world, system)`.
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-- * The `indices` field is a table of Entity keys to their indices in the
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-- `entities` list. Most Systems can ignore this.
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-- * The `modified` flag is an indicator if the System has been modified in
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-- the last update. If so, the `onModify` callback will be called on the System
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-- in the next update, if it has one. This is usually managed by tiny-ecs, so
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-- users should mostly ignore this, too.
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--
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||||
-- There is another option to (hopefully) increase performance in systems that
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-- have items added to or removed from them often, and have lots of entities in
|
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-- them. Setting the `nocache` field of the system might improve performance.
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-- It is still experimental. There are some restriction to systems without
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||||
-- caching, however.
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||||
--
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-- * There is no `entities` table.
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||||
-- * Callbacks such onAdd, onRemove, and onModify will never be called
|
||||
-- * Noncached systems cannot be sorted (There is no entities list to sort).
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--
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-- @section System
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||||
|
||||
-- Use an empty table as a key for identifying Systems. Any table that contains
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-- this key is considered a System rather than an Entity.
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||||
local systemTableKey = { "SYSTEM_TABLE_KEY" }
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|
||||
-- Checks if a table is a System.
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||||
local function isSystem(table)
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||||
return table[systemTableKey]
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||||
end
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||||
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||||
-- Update function for all Processing Systems.
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local function processingSystemUpdate(system, dt)
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local preProcess = system.preProcess
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local process = system.process
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local postProcess = system.postProcess
|
||||
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if preProcess then
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preProcess(system, dt)
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end
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||||
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||||
if process then
|
||||
if system.nocache then
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local entities = system.world.entities
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local filter = system.filter
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||||
if filter then
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for i = 1, #entities do
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local entity = entities[i]
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if filter(system, entity) then
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process(system, entity, dt)
|
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end
|
||||
end
|
||||
end
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||||
else
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local entities = system.entities
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||||
for i = 1, #entities do
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process(system, entities[i], dt)
|
||||
end
|
||||
end
|
||||
end
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||||
|
||||
if postProcess then
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postProcess(system, dt)
|
||||
end
|
||||
end
|
||||
|
||||
-- Sorts Systems by a function system.sortDelegate(entity1, entity2) on modify.
|
||||
local function sortedSystemOnModify(system)
|
||||
local entities = system.entities
|
||||
local indices = system.indices
|
||||
local sortDelegate = system.sortDelegate
|
||||
if not sortDelegate then
|
||||
local compare = system.compare
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||||
sortDelegate = function(e1, e2)
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return compare(system, e1, e2)
|
||||
end
|
||||
system.sortDelegate = sortDelegate
|
||||
end
|
||||
tsort(entities, sortDelegate)
|
||||
for i = 1, #entities do
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||||
indices[entities[i]] = i
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||||
end
|
||||
end
|
||||
|
||||
--- Creates a new System or System class from the supplied table. If `table` is
|
||||
-- nil, creates a new table.
|
||||
function tiny.system(table)
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||||
table = table or {}
|
||||
table[systemTableKey] = true
|
||||
return table
|
||||
end
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||||
|
||||
--- Creates a new Processing System or Processing System class. Processing
|
||||
-- Systems process each entity individual, and are usually what is needed.
|
||||
-- Processing Systems have three extra callbacks besides those inheritted from
|
||||
-- vanilla Systems.
|
||||
--
|
||||
-- function system:preProcess(dt) -- Called before iteration.
|
||||
-- function system:process(entity, dt) -- Process each entity.
|
||||
-- function system:postProcess(dt) -- Called after iteration.
|
||||
--
|
||||
-- Processing Systems have their own `update` method, so don't implement a
|
||||
-- a custom `update` callback for Processing Systems.
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-- @see system
|
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function tiny.processingSystem(table)
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table = table or {}
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||||
table[systemTableKey] = true
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||||
table.update = processingSystemUpdate
|
||||
return table
|
||||
end
|
||||
|
||||
--- Creates a new Sorted System or Sorted System class. Sorted Systems sort
|
||||
-- their Entities according to a user-defined method, `system:compare(e1, e2)`,
|
||||
-- which should return true if `e1` should come before `e2` and false otherwise.
|
||||
-- Sorted Systems also override the default System's `onModify` callback, so be
|
||||
-- careful if defining a custom callback. However, for processing the sorted
|
||||
-- entities, consider `tiny.sortedProcessingSystem(table)`.
|
||||
-- @see system
|
||||
function tiny.sortedSystem(table)
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table = table or {}
|
||||
table[systemTableKey] = true
|
||||
table.onModify = sortedSystemOnModify
|
||||
return table
|
||||
end
|
||||
|
||||
--- Creates a new Sorted Processing System or Sorted Processing System class.
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||||
-- Sorted Processing Systems have both the aspects of Processing Systems and
|
||||
-- Sorted Systems.
|
||||
-- @see system
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||||
-- @see processingSystem
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||||
-- @see sortedSystem
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||||
function tiny.sortedProcessingSystem(table)
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||||
table = table or {}
|
||||
table[systemTableKey] = true
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||||
table.update = processingSystemUpdate
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||||
table.onModify = sortedSystemOnModify
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||||
return table
|
||||
end
|
||||
|
||||
--- World functions.
|
||||
-- A World is a container that manages Entities and Systems. Typically, a
|
||||
-- program uses one World at a time.
|
||||
--
|
||||
-- For all World functions except `tiny.world(...)`, object-oriented syntax can
|
||||
-- be used instead of the documented syntax. For example,
|
||||
-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3)`.
|
||||
-- @section World
|
||||
|
||||
-- Forward declaration
|
||||
local worldMetaTable
|
||||
|
||||
--- Creates a new World.
|
||||
-- Can optionally add default Systems and Entities. Returns the new World along
|
||||
-- with default Entities and Systems.
|
||||
function tiny.world(...)
|
||||
local ret = setmetatable({
|
||||
|
||||
-- List of Entities to remove
|
||||
entitiesToRemove = {},
|
||||
|
||||
-- List of Entities to change
|
||||
entitiesToChange = {},
|
||||
|
||||
-- List of Entities to add
|
||||
systemsToAdd = {},
|
||||
|
||||
-- List of Entities to remove
|
||||
systemsToRemove = {},
|
||||
|
||||
-- Set of Entities
|
||||
entities = {},
|
||||
|
||||
-- List of Systems
|
||||
systems = {}
|
||||
|
||||
}, worldMetaTable)
|
||||
|
||||
tiny_add(ret, ...)
|
||||
tiny_manageSystems(ret)
|
||||
tiny_manageEntities(ret)
|
||||
|
||||
return ret, ...
|
||||
end
|
||||
|
||||
--- Adds an Entity to the world.
|
||||
-- Also call this on Entities that have changed Components such that they
|
||||
-- match different Filters. Returns the Entity.
|
||||
function tiny.addEntity(world, entity)
|
||||
local e2c = world.entitiesToChange
|
||||
e2c[#e2c + 1] = entity
|
||||
return entity
|
||||
end
|
||||
|
||||
tiny_addEntity = tiny.addEntity
|
||||
|
||||
--- Adds a System to the world. Returns the System.
|
||||
function tiny.addSystem(world, system)
|
||||
assert(system.world == nil, "System already belongs to a World.")
|
||||
local s2a = world.systemsToAdd
|
||||
s2a[#s2a + 1] = system
|
||||
system.world = world
|
||||
return system
|
||||
end
|
||||
|
||||
tiny_addSystem = tiny.addSystem
|
||||
|
||||
--- Shortcut for adding multiple Entities and Systems to the World. Returns all
|
||||
-- added Entities and Systems.
|
||||
function tiny.add(world, ...)
|
||||
for i = 1, select("#", ...) do
|
||||
local obj = select(i, ...)
|
||||
if obj then
|
||||
if isSystem(obj) then
|
||||
tiny_addSystem(world, obj)
|
||||
else -- Assume obj is an Entity
|
||||
tiny_addEntity(world, obj)
|
||||
end
|
||||
end
|
||||
end
|
||||
return ...
|
||||
end
|
||||
|
||||
tiny_add = tiny.add
|
||||
|
||||
--- Removes an Entity from the World. Returns the Entity.
|
||||
function tiny.removeEntity(world, entity)
|
||||
local e2r = world.entitiesToRemove
|
||||
e2r[#e2r + 1] = entity
|
||||
return entity
|
||||
end
|
||||
|
||||
tiny_removeEntity = tiny.removeEntity
|
||||
|
||||
--- Removes a System from the world. Returns the System.
|
||||
function tiny.removeSystem(world, system)
|
||||
assert(system.world == world, "System does not belong to this World.")
|
||||
local s2r = world.systemsToRemove
|
||||
s2r[#s2r + 1] = system
|
||||
return system
|
||||
end
|
||||
|
||||
tiny_removeSystem = tiny.removeSystem
|
||||
|
||||
--- Shortcut for removing multiple Entities and Systems from the World. Returns
|
||||
-- all removed Systems and Entities
|
||||
function tiny.remove(world, ...)
|
||||
for i = 1, select("#", ...) do
|
||||
local obj = select(i, ...)
|
||||
if obj then
|
||||
if isSystem(obj) then
|
||||
tiny_removeSystem(world, obj)
|
||||
else -- Assume obj is an Entity
|
||||
tiny_removeEntity(world, obj)
|
||||
end
|
||||
end
|
||||
end
|
||||
return ...
|
||||
end
|
||||
|
||||
-- Adds and removes Systems that have been marked from the World.
|
||||
function tiny_manageSystems(world)
|
||||
local s2a, s2r = world.systemsToAdd, world.systemsToRemove
|
||||
|
||||
-- Early exit
|
||||
if #s2a == 0 and #s2r == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
world.systemsToAdd = {}
|
||||
world.systemsToRemove = {}
|
||||
|
||||
local worldEntityList = world.entities
|
||||
local systems = world.systems
|
||||
|
||||
-- Remove Systems
|
||||
for i = 1, #s2r do
|
||||
local system = s2r[i]
|
||||
local index = system.index
|
||||
local onRemove = system.onRemove
|
||||
if onRemove and not system.nocache then
|
||||
local entityList = system.entities
|
||||
for j = 1, #entityList do
|
||||
onRemove(system, entityList[j])
|
||||
end
|
||||
end
|
||||
tremove(systems, index)
|
||||
for j = index, #systems do
|
||||
systems[j].index = j
|
||||
end
|
||||
local onRemoveFromWorld = system.onRemoveFromWorld
|
||||
if onRemoveFromWorld then
|
||||
onRemoveFromWorld(system, world)
|
||||
end
|
||||
s2r[i] = nil
|
||||
|
||||
-- Clean up System
|
||||
system.world = nil
|
||||
system.entities = nil
|
||||
system.indices = nil
|
||||
system.index = nil
|
||||
end
|
||||
|
||||
-- Add Systems
|
||||
for i = 1, #s2a do
|
||||
local system = s2a[i]
|
||||
if systems[system.index or 0] ~= system then
|
||||
if not system.nocache then
|
||||
system.entities = {}
|
||||
system.indices = {}
|
||||
end
|
||||
if system.active == nil then
|
||||
system.active = true
|
||||
end
|
||||
system.modified = true
|
||||
system.world = world
|
||||
local index = #systems + 1
|
||||
system.index = index
|
||||
systems[index] = system
|
||||
local onAddToWorld = system.onAddToWorld
|
||||
if onAddToWorld then
|
||||
onAddToWorld(system, world)
|
||||
end
|
||||
|
||||
-- Try to add Entities
|
||||
if not system.nocache then
|
||||
local entityList = system.entities
|
||||
local entityIndices = system.indices
|
||||
local onAdd = system.onAdd
|
||||
local filter = system.filter
|
||||
if filter then
|
||||
for j = 1, #worldEntityList do
|
||||
local entity = worldEntityList[j]
|
||||
if filter(system, entity) then
|
||||
local entityIndex = #entityList + 1
|
||||
entityList[entityIndex] = entity
|
||||
entityIndices[entity] = entityIndex
|
||||
if onAdd then
|
||||
onAdd(system, entity)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
s2a[i] = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- Adds, removes, and changes Entities that have been marked.
|
||||
function tiny_manageEntities(world)
|
||||
local e2r = world.entitiesToRemove
|
||||
local e2c = world.entitiesToChange
|
||||
|
||||
-- Early exit
|
||||
if #e2r == 0 and #e2c == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
world.entitiesToChange = {}
|
||||
world.entitiesToRemove = {}
|
||||
|
||||
local entities = world.entities
|
||||
local systems = world.systems
|
||||
|
||||
-- Change Entities
|
||||
for i = 1, #e2c do
|
||||
local entity = e2c[i]
|
||||
-- Add if needed
|
||||
if not entities[entity] then
|
||||
local index = #entities + 1
|
||||
entities[entity] = index
|
||||
entities[index] = entity
|
||||
end
|
||||
for j = 1, #systems do
|
||||
local system = systems[j]
|
||||
if not system.nocache then
|
||||
local ses = system.entities
|
||||
local seis = system.indices
|
||||
local index = seis[entity]
|
||||
local filter = system.filter
|
||||
if filter and filter(system, entity) then
|
||||
if not index then
|
||||
system.modified = true
|
||||
index = #ses + 1
|
||||
ses[index] = entity
|
||||
seis[entity] = index
|
||||
local onAdd = system.onAdd
|
||||
if onAdd then
|
||||
onAdd(system, entity)
|
||||
end
|
||||
end
|
||||
elseif index then
|
||||
system.modified = true
|
||||
local tmpEntity = ses[#ses]
|
||||
ses[index] = tmpEntity
|
||||
seis[tmpEntity] = index
|
||||
seis[entity] = nil
|
||||
ses[#ses] = nil
|
||||
local onRemove = system.onRemove
|
||||
if onRemove then
|
||||
onRemove(system, entity)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
e2c[i] = nil
|
||||
end
|
||||
|
||||
-- Remove Entities
|
||||
for i = 1, #e2r do
|
||||
local entity = e2r[i]
|
||||
e2r[i] = nil
|
||||
local listIndex = entities[entity]
|
||||
if listIndex then
|
||||
-- Remove Entity from world state
|
||||
local lastEntity = entities[#entities]
|
||||
entities[lastEntity] = listIndex
|
||||
entities[entity] = nil
|
||||
entities[listIndex] = lastEntity
|
||||
entities[#entities] = nil
|
||||
-- Remove from cached systems
|
||||
for j = 1, #systems do
|
||||
local system = systems[j]
|
||||
if not system.nocache then
|
||||
local ses = system.entities
|
||||
local seis = system.indices
|
||||
local index = seis[entity]
|
||||
if index then
|
||||
system.modified = true
|
||||
local tmpEntity = ses[#ses]
|
||||
ses[index] = tmpEntity
|
||||
seis[tmpEntity] = index
|
||||
seis[entity] = nil
|
||||
ses[#ses] = nil
|
||||
local onRemove = system.onRemove
|
||||
if onRemove then
|
||||
onRemove(system, entity)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Manages Entities and Systems marked for deletion or addition. Call this
|
||||
-- before modifying Systems and Entities outside of a call to `tiny.update`.
|
||||
-- Do not call this within a call to `tiny.update`.
|
||||
function tiny.refresh(world)
|
||||
tiny_manageSystems(world)
|
||||
tiny_manageEntities(world)
|
||||
local systems = world.systems
|
||||
for i = #systems, 1, -1 do
|
||||
local system = systems[i]
|
||||
if system.active then
|
||||
local onModify = system.onModify
|
||||
if onModify and system.modified then
|
||||
onModify(system, 0)
|
||||
end
|
||||
system.modified = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Updates the World by dt (delta time). Takes an optional parameter, `filter`,
|
||||
-- which is a Filter that selects Systems from the World, and updates only those
|
||||
-- Systems. If `filter` is not supplied, all Systems are updated. Put this
|
||||
-- function in your main loop.
|
||||
function tiny.update(world, dt, filter)
|
||||
tiny_manageSystems(world)
|
||||
tiny_manageEntities(world)
|
||||
|
||||
local systems = world.systems
|
||||
|
||||
-- Iterate through Systems IN REVERSE ORDER
|
||||
for i = #systems, 1, -1 do
|
||||
local system = systems[i]
|
||||
if system.active then
|
||||
-- Call the modify callback on Systems that have been modified.
|
||||
local onModify = system.onModify
|
||||
if onModify and system.modified then
|
||||
onModify(system, dt)
|
||||
end
|
||||
local preWrap = system.preWrap
|
||||
if preWrap and
|
||||
((not filter) or filter(world, system)) then
|
||||
preWrap(system, dt)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Iterate through Systems IN ORDER
|
||||
for i = 1, #systems do
|
||||
local system = systems[i]
|
||||
if system.active and ((not filter) or filter(world, system)) then
|
||||
-- Update Systems that have an update method (most Systems)
|
||||
local update = system.update
|
||||
if update then
|
||||
local interval = system.interval
|
||||
if interval then
|
||||
local bufferedTime = (system.bufferedTime or 0) + dt
|
||||
while bufferedTime >= interval do
|
||||
bufferedTime = bufferedTime - interval
|
||||
update(system, interval)
|
||||
end
|
||||
system.bufferedTime = bufferedTime
|
||||
else
|
||||
update(system, dt)
|
||||
end
|
||||
end
|
||||
|
||||
system.modified = false
|
||||
end
|
||||
end
|
||||
|
||||
-- Iterate through Systems IN ORDER AGAIN
|
||||
for i = 1, #systems do
|
||||
local system = systems[i]
|
||||
local postWrap = system.postWrap
|
||||
if postWrap and system.active and
|
||||
((not filter) or filter(world, system)) then
|
||||
postWrap(system, dt)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Removes all Entities from the World.
|
||||
function tiny.clearEntities(world)
|
||||
local el = world.entities
|
||||
for i = 1, #el do
|
||||
tiny_removeEntity(world, el[i])
|
||||
end
|
||||
end
|
||||
|
||||
--- Removes all Systems from the World.
|
||||
function tiny.clearSystems(world)
|
||||
local systems = world.systems
|
||||
for i = #systems, 1, -1 do
|
||||
tiny_removeSystem(world, systems[i])
|
||||
end
|
||||
end
|
||||
|
||||
--- Gets number of Entities in the World.
|
||||
function tiny.getEntityCount(world)
|
||||
return #world.entities
|
||||
end
|
||||
|
||||
--- Gets number of Systems in World.
|
||||
function tiny.getSystemCount(world)
|
||||
return #world.systems
|
||||
end
|
||||
|
||||
--- Sets the index of a System in the World, and returns the old index. Changes
|
||||
-- the order in which they Systems processed, because lower indexed Systems are
|
||||
-- processed first. Returns the old system.index.
|
||||
function tiny.setSystemIndex(world, system, index)
|
||||
tiny_manageSystems(world)
|
||||
local oldIndex = system.index
|
||||
local systems = world.systems
|
||||
|
||||
if index < 0 then
|
||||
index = tiny.getSystemCount(world) + 1 + index
|
||||
end
|
||||
|
||||
tremove(systems, oldIndex)
|
||||
tinsert(systems, index, system)
|
||||
|
||||
for i = oldIndex, index, index >= oldIndex and 1 or -1 do
|
||||
systems[i].index = i
|
||||
end
|
||||
|
||||
return oldIndex
|
||||
end
|
||||
|
||||
-- Construct world metatable.
|
||||
worldMetaTable = {
|
||||
__index = {
|
||||
add = tiny.add,
|
||||
addEntity = tiny.addEntity,
|
||||
addSystem = tiny.addSystem,
|
||||
remove = tiny.remove,
|
||||
removeEntity = tiny.removeEntity,
|
||||
removeSystem = tiny.removeSystem,
|
||||
refresh = tiny.refresh,
|
||||
update = tiny.update,
|
||||
clearEntities = tiny.clearEntities,
|
||||
clearSystems = tiny.clearSystems,
|
||||
getEntityCount = tiny.getEntityCount,
|
||||
getSystemCount = tiny.getSystemCount,
|
||||
setSystemIndex = tiny.setSystemIndex
|
||||
},
|
||||
__tostring = function()
|
||||
return "<tiny-ecs_World>"
|
||||
end
|
||||
}
|
||||
|
||||
return tiny
|
||||
|
|
@ -1,199 +1,211 @@
|
|||
;; deps
|
||||
(local levels (. (require "levels.fnl") :levels))
|
||||
(local bump (require "bump"))
|
||||
(local network (require "network.fnl"))
|
||||
(local bump (require "libs/bump"))
|
||||
(local tiny (require "libs/tiny"))
|
||||
(local assets (require "assets.fnl"))
|
||||
|
||||
;; colors
|
||||
(lambda color [full-r full-g full-b]
|
||||
(let [(r g b) (love.math.colorFromBytes full-r full-g full-b)]
|
||||
[r g b]
|
||||
))
|
||||
(local color-pallet {
|
||||
:cream (color 255 238 204)
|
||||
:dark-purple (color 70 66 94)
|
||||
:dark-pink (color 255 105 115)
|
||||
:dark-blue (color 21 120 140)
|
||||
:light-blue (color 0 185 190)
|
||||
:light-pink (color 255 176 163)
|
||||
:black [0 0 0]
|
||||
:black-half-tone [0 0 0 0.25]
|
||||
})
|
||||
|
||||
|
||||
(fn reset-color []
|
||||
"reset color to white (no tinting)"
|
||||
(love.graphics.setColor 1 1 1))
|
||||
|
||||
(lambda set-color [color]
|
||||
"set color to the given color from the color pallet"
|
||||
(love.graphics.setColor (unpack (. color-pallet color))))
|
||||
|
||||
;; global vars
|
||||
(var level-key "tutorial")
|
||||
(var player-art nil) ; 25x50 pixels each player is 25x25
|
||||
(var dust-sprite nil) ; 35x35 pixels
|
||||
(var battery-bar-sprite nil)
|
||||
(local walls {
|
||||
:sprite nil
|
||||
:quads []
|
||||
:batch nil
|
||||
})
|
||||
(local objects {
|
||||
:sprite nil
|
||||
:quads {}
|
||||
:list []
|
||||
})
|
||||
|
||||
(local screen
|
||||
(let [scale 2 canvas-w 800 canvas-h 450]
|
||||
{ :screen-w (* canvas-w scale)
|
||||
:screen-h (* canvas-h scale)
|
||||
:canvas-w canvas-w
|
||||
:canvas-h canvas-h
|
||||
:scale scale
|
||||
:canvas nil}))
|
||||
(local camera {:x 0 :y 0})
|
||||
(local debug true)
|
||||
(lambda debug-print [obj]
|
||||
(print (fennel.view obj)))
|
||||
(debug-print assets)
|
||||
; (local network (require "network.fnl"))
|
||||
|
||||
(local collider-debug-boxes [])
|
||||
(lambda add-collider-debug-box [x y w h]
|
||||
(table.insert collider-debug-boxes {: x : y :width w :height h}))
|
||||
;; colors
|
||||
; (lambda color [full-r full-g full-b]
|
||||
; (let [(r g b) (love.math.colorFromBytes full-r full-g full-b)]
|
||||
; [r g b]
|
||||
; ))
|
||||
; (local color-pallet {
|
||||
; :cream (color 255 238 204)
|
||||
; :dark-purple (color 70 66 94)
|
||||
; :dark-pink (color 255 105 115)
|
||||
; :dark-blue (color 21 120 140)
|
||||
; :light-blue (color 0 185 190)
|
||||
; :light-pink (color 255 176 163)
|
||||
; :black [0 0 0]
|
||||
; :black-half-tone [0 0 0 0.25]
|
||||
; })
|
||||
|
||||
(var bump-world nil)
|
||||
(local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 :rot 0 })
|
||||
; (fn reset-color []
|
||||
; "reset color to white (no tinting)"
|
||||
; (love.graphics.setColor 1 1 1))
|
||||
|
||||
(lambda mirror-collider [collider]
|
||||
"Mirror a collider box horizontally within a 25-unit tile (center is at 12.5)
|
||||
Transforms collider positions so they're reflected across the vertical center line."
|
||||
{
|
||||
:x (- 25 collider.x collider.width)
|
||||
:y collider.y
|
||||
:width collider.width
|
||||
:height collider.height
|
||||
})
|
||||
; (lambda set-color [color]
|
||||
; "set color to the given color from the color pallet"
|
||||
; (love.graphics.setColor (unpack (. color-pallet color))))
|
||||
|
||||
(fn load-walls []
|
||||
(set walls.batch (love.graphics.newSpriteBatch walls.sprite 2500))
|
||||
;; load quads
|
||||
(let [(w h) (walls.sprite:getDimensions)]
|
||||
(for [i 0 19 1]
|
||||
(table.insert walls.quads (love.graphics.newQuad (* i 25) 0 25 25 w h))))
|
||||
;; fill batch
|
||||
(each [_ row (pairs (. levels :levels level-key :tiles))]
|
||||
(each [_ tile (pairs row)]
|
||||
(let [
|
||||
x tile.x
|
||||
y tile.y
|
||||
id tile.tile-id
|
||||
colliders tile.colliders]
|
||||
(if (and (> id 0) (< id 21)) ;; 1-20 are wall tiles
|
||||
(do
|
||||
; (print (fennel.view {:quad (. walls.quads id) : x : y : id}))
|
||||
(walls.batch:add (. walls.quads id) (if tile.h-flip (+ x 25) x) y 0 (if tile.h-flip -1 1) 1)
|
||||
(each [_ collider (pairs colliders)]
|
||||
(let [
|
||||
mirrored-collider (if tile.h-flip (mirror-collider collider) collider)
|
||||
collider-x (+ x mirrored-collider.x)
|
||||
collider-y (+ y mirrored-collider.y)]
|
||||
(bump-world:add {: x : y :name :wall :behavior :block} collider-x collider-y mirrored-collider.width mirrored-collider.height)
|
||||
(table.insert
|
||||
collider-debug-boxes
|
||||
{:x collider-x :y collider-y :width mirrored-collider.width :height mirrored-collider.height})))))))))
|
||||
;; global vars
|
||||
; (var level-key "tutorial")
|
||||
; (var player-art nil) ; 25x50 pixels each player is 25x25
|
||||
; (var dust-sprite nil) ; 35x35 pixels
|
||||
; (var battery-bar-sprite nil)
|
||||
; (local walls {
|
||||
; :sprite nil
|
||||
; :quads []
|
||||
; :batch nil
|
||||
; })
|
||||
; (local objects {
|
||||
; :sprite nil
|
||||
; :quads {}
|
||||
; :list []
|
||||
; })
|
||||
|
||||
(lambda create-charging-station [x y]
|
||||
(let [
|
||||
station {: x : y :type :charging-station :active-pads {1 false 2 false 3 false}}
|
||||
pads {
|
||||
1 {:x (- x 25) :y y :width 25 :height 25 :light-x (+ x 5)}
|
||||
3 {:x (+ x 25) :y y :width 25 :height 25 :light-x (+ x 5 6 6)}
|
||||
2 {:x x :y (+ y 25) :width 25 :height 25 :light-x (+ x 5 6)}
|
||||
}]
|
||||
(bump-world:add {: x : y :name :charging-station :behavior :block} x y 25 25)
|
||||
(add-collider-debug-box x y 25 25)
|
||||
(fn station.draw [self]
|
||||
(reset-color)
|
||||
(love.graphics.draw objects.sprite objects.quads.charging-station self.x self.y)
|
||||
(for [i 1 3 1]
|
||||
(let [pad (. pads i)]
|
||||
(if (. self.active-pads i)
|
||||
(do (love.graphics.draw objects.sprite objects.quads.charging-pad-active pad.x pad.y)
|
||||
(set-color :light-pink)
|
||||
(love.graphics.rectangle "fill" pad.light-x (+ y 18) 2 2)
|
||||
(reset-color))
|
||||
(love.graphics.draw objects.sprite objects.quads.charging-pad pad.x pad.y))))
|
||||
)
|
||||
(lambda pad-hover-cb [self dt]
|
||||
(tset station.active-pads self.id true)
|
||||
(when (< player.battery 100) (set player.battery (+ player.battery (* dt 6)))))
|
||||
(lambda station.update [self _dt]
|
||||
(set self.active-pads {1 false 2 false 3 false}))
|
||||
(for [i 1 3 1]
|
||||
(let [pad (. pads i)]
|
||||
(bump-world:add {:name :charging-pad :behavior :hover :hover-cb pad-hover-cb :id i} pad.x pad.y 25 25)
|
||||
(add-collider-debug-box pad.x pad.y 25 25)))
|
||||
(table.insert objects.list station)))
|
||||
; (local screen
|
||||
; (let [scale 2 canvas-w 800 canvas-h 450]
|
||||
; { :screen-w (* canvas-w scale)
|
||||
; :screen-h (* canvas-h scale)
|
||||
; :canvas-w canvas-w
|
||||
; :canvas-h canvas-h
|
||||
; :scale scale
|
||||
; :canvas nil}))
|
||||
; (local camera {:x 0 :y 0})
|
||||
; (local debug true)
|
||||
|
||||
(fn load-objects []
|
||||
(let [(w h) (objects.sprite:getDimensions)]
|
||||
(set objects.quads.charging-pad (love.graphics.newQuad 0 0 25 25 w h))
|
||||
(set objects.quads.charging-pad-active (love.graphics.newQuad 50 0 25 25 w h))
|
||||
(set objects.quads.charging-station (love.graphics.newQuad 25 0 25 25 w h))))
|
||||
; (local collider-debug-boxes [])
|
||||
; (lambda add-collider-debug-box [x y w h]
|
||||
; (table.insert collider-debug-boxes {: x : y :width w :height h}))
|
||||
|
||||
(fn load-player []
|
||||
(set player.battery 100)
|
||||
(set player.x (. levels :levels level-key :spawns :player-1 :x))
|
||||
(set player.y (. levels :levels level-key :spawns :player-1 :y))
|
||||
(bump-world:add player player.x player.y player.w player.h))
|
||||
; (var bump-world nil)
|
||||
; (local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 :rot 0 })
|
||||
|
||||
(lambda load-level [lvl-name]
|
||||
(set bump-world (bump.newWorld 25))
|
||||
(set level-key :tutorial)
|
||||
;; set player 1 location
|
||||
(load-player)
|
||||
(load-walls)
|
||||
(load-objects))
|
||||
; (lambda mirror-collider [collider]
|
||||
; "Mirror a collider box horizontally within a 25-unit tile (center is at 12.5)
|
||||
; Transforms collider positions so they're reflected across the vertical center line."
|
||||
; {
|
||||
; :x (- 25 collider.x collider.width)
|
||||
; :y collider.y
|
||||
; :width collider.width
|
||||
; :height collider.height
|
||||
; })
|
||||
|
||||
(fn load-assets []
|
||||
(set objects.sprite (love.graphics.newImage "assets/objects.png"))
|
||||
(set walls.sprite (love.graphics.newImage "assets/walls.png"))
|
||||
(set battery-bar-sprite (love.graphics.newImage "assets/battery_bar.png"))
|
||||
(set player-art
|
||||
(let [
|
||||
player-sprite (love.graphics.newImage "assets/player.png")
|
||||
(w h) (player-sprite:getDimensions)]
|
||||
{
|
||||
:player-sprite player-sprite
|
||||
:player1 {
|
||||
:quads {
|
||||
:n (love.graphics.newQuad 0 0 25 25 w h)
|
||||
:s (love.graphics.newQuad 25 0 25 25 w h)
|
||||
:ne (love.graphics.newQuad 50 0 25 25 w h)
|
||||
:e (love.graphics.newQuad 75 0 25 25 w h)
|
||||
:se (love.graphics.newQuad 100 0 25 25 w h)
|
||||
:sw (love.graphics.newQuad 125 0 25 25 w h)
|
||||
:w (love.graphics.newQuad 150 0 25 25 w h)
|
||||
:nw (love.graphics.newQuad 175 0 25 25 w h)
|
||||
}
|
||||
}
|
||||
}
|
||||
))
|
||||
)
|
||||
; (fn load-walls []
|
||||
; (set walls.batch (love.graphics.newSpriteBatch walls.sprite 2500))
|
||||
; ;; load quads
|
||||
; (let [(w h) (walls.sprite:getDimensions)]
|
||||
; (for [i 0 19 1]
|
||||
; (table.insert walls.quads (love.graphics.newQuad (* i 25) 0 25 25 w h))))
|
||||
; ;; fill batch
|
||||
; (each [_ row (pairs (. levels :levels level-key :tiles))]
|
||||
; (each [_ tile (pairs row)]
|
||||
; (let [
|
||||
; x tile.x
|
||||
; y tile.y
|
||||
; id tile.tile-id
|
||||
; colliders tile.colliders]
|
||||
; (if (and (> id 0) (< id 21)) ;; 1-20 are wall tiles
|
||||
; (do
|
||||
; ; (print (fennel.view {:quad (. walls.quads id) : x : y : id}))
|
||||
; (walls.batch:add (. walls.quads id) (if tile.h-flip (+ x 25) x) y 0 (if tile.h-flip -1 1) 1)
|
||||
; (each [_ collider (pairs colliders)]
|
||||
; (let [
|
||||
; mirrored-collider (if tile.h-flip (mirror-collider collider) collider)
|
||||
; collider-x (+ x mirrored-collider.x)
|
||||
; collider-y (+ y mirrored-collider.y)]
|
||||
; (bump-world:add {: x : y :name :wall :behavior :block} collider-x collider-y mirrored-collider.width mirrored-collider.height)
|
||||
; (table.insert
|
||||
; collider-debug-boxes
|
||||
; {:x collider-x :y collider-y :width mirrored-collider.width :height mirrored-collider.height})))))))))
|
||||
|
||||
; (lambda create-charging-station [x y]
|
||||
; (let [
|
||||
; station {: x : y :type :charging-station :active-pads {1 false 2 false 3 false}}
|
||||
; pads {
|
||||
; 1 {:x (- x 25) :y y :width 25 :height 25 :light-x (+ x 5)}
|
||||
; 3 {:x (+ x 25) :y y :width 25 :height 25 :light-x (+ x 5 6 6)}
|
||||
; 2 {:x x :y (+ y 25) :width 25 :height 25 :light-x (+ x 5 6)}
|
||||
; }]
|
||||
; (bump-world:add {: x : y :name :charging-station :behavior :block} x y 25 25)
|
||||
; (add-collider-debug-box x y 25 25)
|
||||
; (fn station.draw [self]
|
||||
; (reset-color)
|
||||
; (love.graphics.draw objects.sprite objects.quads.charging-station self.x self.y)
|
||||
; (for [i 1 3 1]
|
||||
; (let [pad (. pads i)]
|
||||
; (if (. self.active-pads i)
|
||||
; (do (love.graphics.draw objects.sprite objects.quads.charging-pad-active pad.x pad.y)
|
||||
; (set-color :light-pink)
|
||||
; (love.graphics.rectangle "fill" pad.light-x (+ y 18) 2 2)
|
||||
; (reset-color))
|
||||
; (love.graphics.draw objects.sprite objects.quads.charging-pad pad.x pad.y))))
|
||||
; )
|
||||
; (lambda pad-hover-cb [self dt]
|
||||
; (tset station.active-pads self.id true)
|
||||
; (when (< player.battery 100) (set player.battery (+ player.battery (* dt 6)))))
|
||||
; (lambda station.update [self _dt]
|
||||
; (set self.active-pads {1 false 2 false 3 false}))
|
||||
; (for [i 1 3 1]
|
||||
; (let [pad (. pads i)]
|
||||
; (bump-world:add {:name :charging-pad :behavior :hover :hover-cb pad-hover-cb :id i} pad.x pad.y 25 25)
|
||||
; (add-collider-debug-box pad.x pad.y 25 25)))
|
||||
; (table.insert objects.list station)))
|
||||
|
||||
; (lambda load-h-door [obj]
|
||||
; (debug-print obj))
|
||||
|
||||
; (fn load-objects []
|
||||
; (let [(w h) (objects.sprite:getDimensions)]
|
||||
; (set objects.quads.charging-pad (love.graphics.newQuad 0 0 25 25 w h))
|
||||
; (set objects.quads.charging-pad-active (love.graphics.newQuad 50 0 25 25 w h))
|
||||
; (set objects.quads.charging-station (love.graphics.newQuad 25 0 25 25 w h))
|
||||
; (set objects.quads.door (love.graphics.newQuad 25 25 25 25 w h)))
|
||||
; (each [_ object (pairs (. levels :levels level-key :objects))]
|
||||
; ; (debug-print object)
|
||||
; (case object.type
|
||||
; "h_door" (load-h-door object))
|
||||
; ))
|
||||
|
||||
; (fn load-player []
|
||||
; (set player.battery 100)
|
||||
; (set player.x (. levels :levels level-key :spawns :player-1 :x))
|
||||
; (set player.y (. levels :levels level-key :spawns :player-1 :y))
|
||||
; (bump-world:add player player.x player.y player.w player.h))
|
||||
|
||||
; (lambda load-level [lvl-name]
|
||||
; (set bump-world (bump.newWorld 25))
|
||||
; (set level-key :tutorial)
|
||||
; ;; set player 1 location
|
||||
; (load-player)
|
||||
; (load-walls)
|
||||
; (load-objects))
|
||||
|
||||
; (fn load-assets []
|
||||
; (set objects.sprite (love.graphics.newImage "assets/objects.png"))
|
||||
; (set walls.sprite (love.graphics.newImage "assets/walls.png"))
|
||||
; (set battery-bar-sprite (love.graphics.newImage "assets/battery_bar.png"))
|
||||
; (set player-art
|
||||
; (let [
|
||||
; player-sprite (love.graphics.newImage "assets/player.png")
|
||||
; (w h) (player-sprite:getDimensions)]
|
||||
; {
|
||||
; :player-sprite player-sprite
|
||||
; :player1 {
|
||||
; :quads {
|
||||
; :n (love.graphics.newQuad 0 0 25 25 w h)
|
||||
; :s (love.graphics.newQuad 25 0 25 25 w h)
|
||||
; :ne (love.graphics.newQuad 50 0 25 25 w h)
|
||||
; :e (love.graphics.newQuad 75 0 25 25 w h)
|
||||
; :se (love.graphics.newQuad 100 0 25 25 w h)
|
||||
; :sw (love.graphics.newQuad 125 0 25 25 w h)
|
||||
; :w (love.graphics.newQuad 150 0 25 25 w h)
|
||||
; :nw (love.graphics.newQuad 175 0 25 25 w h)
|
||||
; }
|
||||
; }
|
||||
; }
|
||||
; ))
|
||||
; )
|
||||
|
||||
|
||||
(fn love.load []
|
||||
(love.window.setMode screen.screen-w screen.screen-h)
|
||||
(tset screen :canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h))
|
||||
(load-assets)
|
||||
(load-level :tutorial)
|
||||
;; Initialize network
|
||||
(network.init)
|
||||
(network.send-msg "REGISTER")
|
||||
; (fn love.load []
|
||||
; (love.window.setMode screen.screen-w screen.screen-h)
|
||||
; (tset screen :canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h))
|
||||
; (load-assets)
|
||||
; (load-level :tutorial)
|
||||
; ;; Initialize network
|
||||
; (network.init)
|
||||
; (network.send-msg "REGISTER")
|
||||
|
||||
;; start a thread listening on stdin
|
||||
(: (love.thread.newThread "require('love.event')
|
||||
while 1 do love.event.push('stdin', io.read('*line')) end") :start))
|
||||
; ;; start a thread listening on stdin
|
||||
; (: (love.thread.newThread "require('love.event')
|
||||
; while 1 do love.event.push('stdin', io.read('*line')) end") :start))
|
||||
|
||||
(fn love.handlers.stdin [line]
|
||||
;; evaluate lines read from stdin as fennel code
|
||||
|
|
@ -201,146 +213,149 @@ while 1 do love.event.push('stdin', io.read('*line')) end") :start))
|
|||
(print (if ok (fennel.view val) val))))
|
||||
|
||||
;; drawing
|
||||
(fn draw-world []
|
||||
(reset-color)
|
||||
(love.graphics.draw walls.batch)
|
||||
;; draw collider debug boxes
|
||||
(when debug
|
||||
(set-color :black)
|
||||
(each [_ collider (pairs collider-debug-boxes)]
|
||||
(love.graphics.rectangle "line" collider.x collider.y collider.width collider.height))))
|
||||
; (fn draw-world []
|
||||
; (reset-color)
|
||||
; (love.graphics.draw walls.batch)
|
||||
; ;; draw collider debug boxes
|
||||
; (when debug
|
||||
; (set-color :black)
|
||||
; (each [_ collider (pairs collider-debug-boxes)]
|
||||
; (love.graphics.rectangle "line" collider.x collider.y collider.width collider.height))))
|
||||
|
||||
|
||||
(fn love.update [dt]
|
||||
(each [_ obj (pairs objects.list)]
|
||||
(obj:update dt))
|
||||
; move / rotate player
|
||||
(let [
|
||||
d-key (love.keyboard.isDown :d)
|
||||
a-key (love.keyboard.isDown :a)
|
||||
e-key (love.keyboard.isDown :e)
|
||||
q-key (love.keyboard.isDown :q)]
|
||||
; (print (fennel.view {: d-key : a-key : e-key : q-key}))
|
||||
(match {:d-key d-key :a-key a-key :e-key e-key :q-key q-key}
|
||||
{:d-key true :a-key false :e-key false :q-key false} (tset player :rot (+ player.rot (* dt 2)))
|
||||
{:d-key false :a-key true :e-key false :q-key false} (tset player :rot (- player.rot (* dt 2)))
|
||||
{:d-key false :a-key false :e-key true :q-key false} (tset player :rot (- player.rot (* dt 2)))
|
||||
{:d-key false :a-key false :e-key false :q-key true} (tset player :rot (+ player.rot (* dt 2)))
|
||||
)
|
||||
(when (and (> player.battery 0) (or d-key a-key e-key q-key))
|
||||
(let [
|
||||
dir-fn (if (or d-key a-key) #(+ $1 $2) #(- $1 $2))
|
||||
new-x (dir-fn player.x (* player.speed dt (math.cos player.rot)))
|
||||
new-y (dir-fn player.y (* player.speed dt (math.sin player.rot)))
|
||||
col-filter-fn (lambda [item other]
|
||||
(if (= other.behavior "block") :slide :cross))
|
||||
(x y cols len) (bump-world:move player new-x new-y col-filter-fn)]
|
||||
(tset player :x x)
|
||||
(tset player :y y))
|
||||
(if (> player.battery 0)
|
||||
(set player.battery (- player.battery (* dt 2))))))
|
||||
;; Update camera to follow player (keep player centered on screen)
|
||||
(tset camera :x (- player.x (/ screen.canvas-w 2)))
|
||||
(tset camera :y (- player.y (/ screen.canvas-h 2)))
|
||||
(fn love.update [dt] nil)
|
||||
|
||||
(let
|
||||
[(items len) (bump-world:queryRect player.x player.y 25 25 #(= $1.behavior "hover"))]
|
||||
(each [_ item (pairs items)]
|
||||
(item:hover-cb dt)))
|
||||
; (fn love.update [dt]
|
||||
; (each [_ obj (pairs objects.list)]
|
||||
; (obj:update dt))
|
||||
; ; move / rotate player
|
||||
; (let [
|
||||
; d-key (love.keyboard.isDown :d)
|
||||
; a-key (love.keyboard.isDown :a)
|
||||
; e-key (love.keyboard.isDown :e)
|
||||
; q-key (love.keyboard.isDown :q)]
|
||||
; ; (print (fennel.view {: d-key : a-key : e-key : q-key}))
|
||||
; (match {:d-key d-key :a-key a-key :e-key e-key :q-key q-key}
|
||||
; {:d-key true :a-key false :e-key false :q-key false} (tset player :rot (+ player.rot (* dt 2)))
|
||||
; {:d-key false :a-key true :e-key false :q-key false} (tset player :rot (- player.rot (* dt 2)))
|
||||
; {:d-key false :a-key false :e-key true :q-key false} (tset player :rot (- player.rot (* dt 2)))
|
||||
; {:d-key false :a-key false :e-key false :q-key true} (tset player :rot (+ player.rot (* dt 2)))
|
||||
; )
|
||||
; (when (and (> player.battery 0) (or d-key a-key e-key q-key))
|
||||
; (let [
|
||||
; dir-fn (if (or d-key a-key) #(+ $1 $2) #(- $1 $2))
|
||||
; new-x (dir-fn player.x (* player.speed dt (math.cos player.rot)))
|
||||
; new-y (dir-fn player.y (* player.speed dt (math.sin player.rot)))
|
||||
; col-filter-fn (lambda [item other]
|
||||
; (if (= other.behavior "block") :slide :cross))
|
||||
; (x y cols len) (bump-world:move player new-x new-y col-filter-fn)]
|
||||
; (tset player :x x)
|
||||
; (tset player :y y))
|
||||
; (if (> player.battery 0)
|
||||
; (set player.battery (- player.battery (* dt 2))))))
|
||||
; ;; Update camera to follow player (keep player centered on screen)
|
||||
; (tset camera :x (- player.x (/ screen.canvas-w 2)))
|
||||
; (tset camera :y (- player.y (/ screen.canvas-h 2)))
|
||||
|
||||
;; Network updates
|
||||
(network.update dt))
|
||||
; (let
|
||||
; [(items len) (bump-world:queryRect player.x player.y 25 25 #(= $1.behavior "hover"))]
|
||||
; (each [_ item (pairs items)]
|
||||
; (item:hover-cb dt)))
|
||||
|
||||
; ;; Network updates
|
||||
; (network.update dt))
|
||||
; (set net-state.net-update-timer (+ net-state.net-update-timer dt))
|
||||
; (when (>= net-state.net-update-timer net-state.net-update-interval)
|
||||
; (when net-state.connected
|
||||
; (network.send-update player.x player.y player.rot player.battery))
|
||||
; (set net-state.net-update-timer 0)))
|
||||
|
||||
(fn draw-ui []
|
||||
(love.graphics.push)
|
||||
(love.graphics.translate 0 400)
|
||||
(let [font (love.graphics.newFont 10) font-small (love.graphics.newFont 6)]
|
||||
(set-color :cream)
|
||||
(love.graphics.rectangle "fill" 0 0 screen.canvas-w 100)
|
||||
(reset-color)
|
||||
(love.graphics.draw battery-bar-sprite 78 8)
|
||||
(set-color :dark-purple)
|
||||
(love.graphics.setFont font)
|
||||
(love.graphics.print (.. "Battery: " (string.format "%d" player.battery) "%") 6 7)
|
||||
(set-color :light-blue)
|
||||
(love.graphics.rectangle "fill" 80 12 (* 152 (/ player.battery 100)) 4)
|
||||
(love.graphics.setFont font-small)
|
||||
(set-color :dark-purple)
|
||||
(love.graphics.print "100%" 229 2)
|
||||
(set-color :light-pink)
|
||||
(love.graphics.print "125%" 267 2)
|
||||
(love.graphics.print "125%" 306 2)
|
||||
(love.graphics.print "150%" 345 2)
|
||||
(love.graphics.print "200%" 382 2)
|
||||
(set-color :dark-purple)
|
||||
(love.graphics.line 0 0 screen.canvas-w 0)
|
||||
)
|
||||
(love.graphics.pop)
|
||||
)
|
||||
; (fn draw-ui []
|
||||
; (love.graphics.push)
|
||||
; (love.graphics.translate 0 400)
|
||||
; (let [font (love.graphics.newFont 10) font-small (love.graphics.newFont 6)]
|
||||
; (set-color :cream)
|
||||
; (love.graphics.rectangle "fill" 0 0 screen.canvas-w 100)
|
||||
; (reset-color)
|
||||
; (love.graphics.draw battery-bar-sprite 78 8)
|
||||
; (set-color :dark-purple)
|
||||
; (love.graphics.setFont font)
|
||||
; (love.graphics.print (.. "Battery: " (string.format "%d" player.battery) "%") 6 7)
|
||||
; (set-color :light-blue)
|
||||
; (love.graphics.rectangle "fill" 80 12 (* 152 (/ player.battery 100)) 4)
|
||||
; (love.graphics.setFont font-small)
|
||||
; (set-color :dark-purple)
|
||||
; (love.graphics.print "100%" 229 2)
|
||||
; (set-color :light-pink)
|
||||
; (love.graphics.print "125%" 267 2)
|
||||
; (love.graphics.print "125%" 306 2)
|
||||
; (love.graphics.print "150%" 345 2)
|
||||
; (love.graphics.print "200%" 382 2)
|
||||
; (set-color :dark-purple)
|
||||
; (love.graphics.line 0 0 screen.canvas-w 0)
|
||||
; )
|
||||
; (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)))
|
||||
; (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 (angle-to-direction player.rot))
|
||||
player.x player.y)
|
||||
;; 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.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 draw-player []
|
||||
; "draw player sprite and hitbox"
|
||||
; (reset-color)
|
||||
; (love.graphics.draw
|
||||
; player-art.player-sprite
|
||||
; (. player-art.player1.quads (angle-to-direction player.rot))
|
||||
; player.x player.y)
|
||||
; ;; 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.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 draw-objects []
|
||||
(each [_ obj (pairs objects.list)]
|
||||
; (print (fennel.view obj))
|
||||
(obj:draw)))
|
||||
; (fn draw-objects []
|
||||
; (each [_ obj (pairs objects.list)]
|
||||
; ; (print (fennel.view obj))
|
||||
; (obj:draw)))
|
||||
|
||||
(fn love.draw []
|
||||
(love.graphics.setCanvas screen.canvas)
|
||||
(love.graphics.clear)
|
||||
(set-color :cream)
|
||||
(love.graphics.rectangle "fill" 0 0 screen.canvas-w screen.canvas-h)
|
||||
(love.graphics.push) ; stores the default coordinate system
|
||||
(love.graphics.translate (* -1 camera.x) (* -1 camera.y))
|
||||
(draw-world)
|
||||
(draw-objects)
|
||||
(draw-player)
|
||||
(love.graphics.pop)
|
||||
(draw-ui)
|
||||
(love.graphics.setCanvas)
|
||||
(reset-color)
|
||||
(love.graphics.draw screen.canvas 0 0 0 screen.scale screen.scale))
|
||||
(fn love.draw [] nil)
|
||||
; (fn love.draw []
|
||||
; (love.graphics.setCanvas screen.canvas)
|
||||
; (love.graphics.clear)
|
||||
; (set-color :cream)
|
||||
; (love.graphics.rectangle "fill" 0 0 screen.canvas-w screen.canvas-h)
|
||||
; (love.graphics.push) ; stores the default coordinate system
|
||||
; (love.graphics.translate (* -1 camera.x) (* -1 camera.y))
|
||||
; (draw-world)
|
||||
; (draw-objects)
|
||||
; (draw-player)
|
||||
; (love.graphics.pop)
|
||||
; (draw-ui)
|
||||
; (love.graphics.setCanvas)
|
||||
; (reset-color)
|
||||
; (love.graphics.draw screen.canvas 0 0 0 screen.scale screen.scale))
|
||||
; (love.graphics.print "Hello from Fennel!\nPress any key to quit" 10 10))
|
||||
|
||||
(fn love.keypressed [key] nil )
|
||||
|
||||
(fn love.quit []
|
||||
"Clean up before game closes"
|
||||
(network.close)
|
||||
; (network.close)
|
||||
false)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue