get basic player movement working with collisions
Press any key to quit" 10 10))
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1 changed files with 34 additions and 55 deletions
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@ -8,30 +8,15 @@
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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 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 game-state {
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:player-pos [0 0]
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:player-dir :n ; n = north, s = south, e = east, w = west
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:level 1
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:world []
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})
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(local player { :x 50 :y 50 :w 25 :h 25 :speed 80 })
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; (lambda gen-wall-colliders [x y tile-id]
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; (let [colliders (
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; (icollect [_ v (ipairs (. levels :level01 :wall-colliders)]
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; )]
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; (if (< 2 v) (* v v)))
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; )])
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; )
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(fn love.load []
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(love.window.setMode 600 640)
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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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(set walls-sprite (love.graphics.newImage "assets/walls.png"))
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@ -53,7 +38,7 @@
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(walls-batch:add (. wall-quads id) x y)
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; (print (fennel.view colliders))
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(each [_ collider (pairs colliders)]
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(bump-world:add {: x : y} (+ x collider.x) (+ y collider.y) collider.width collider.height)
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(bump-world:add {: x : y :type "wall"} (+ x collider.x) (+ y collider.y) collider.width collider.height)
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(table.insert
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collider-debug-boxes
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{:x (+ x collider.x) :y (+ y collider.y) :width collider.width :height collider.height})
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@ -76,8 +61,6 @@ while 1 do love.event.push('stdin', io.read('*line')) end") :start))
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(let [(ok val) (pcall fennel.eval line)]
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(print (if ok (fennel.view val) val))))
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;; drawing
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(lambda color [full-r full-g full-b]
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(let [(r g b) (love.math.colorFromBytes full-r full-g full-b)]
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@ -93,48 +76,44 @@ while 1 do love.event.push('stdin', io.read('*line')) end") :start))
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(love.graphics.draw walls-batch)
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)
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; (print (fennel.view game-state))
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; (fn draw-player []
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; (love.graphics.setColor 1 1 1) ; reset color to white (no tinting)
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; (let [ [player-x player-y] (. game-state :player-pos) ]
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; (love.graphics.draw
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; (. player-art :player-sprite)
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; (. player-art :player1-quad)
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; (+ (* 25 player-x) x-offset 25)
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; (+ (* 25 player-y) y-offset 25))))
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(fn love.update [dt]
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(let [deltas { :dx 0 :dy 0}]
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(if (love.keyboard.isDown :right)
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(tset deltas :dx (* player.speed dt))
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(if (love.keyboard.isDown :left)
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(tset deltas :dx (* (* -1 player.speed) dt))))
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(if (love.keyboard.isDown :down)
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(tset deltas :dy (* player.speed dt))
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(if (love.keyboard.isDown :up)
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(tset deltas :dy (* (* -1 player.speed) dt))))
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(if (or (not= 0 deltas.dx) (not= 0 deltas.dy))
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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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(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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(draw-world)
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;; draw player
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(love.graphics.draw
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(. player-art :player-sprite)
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(. player-art :player1-quad)
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player.x player.y)
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;; draw player hitbox
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(when debug
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(love.graphics.setColor (unpack black)) ; reset color to white (no tinting)
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(love.graphics.rectangle "line" player.x player.y player.w player.h))
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(love.graphics.setColor (unpack black)) ; reset color to white (no tinting)
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(each [_ collider (pairs collider-debug-boxes)]
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(love.graphics.rectangle "line" collider.x collider.y collider.width collider.height))
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;; draw collider debug boxes
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(when debug
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(love.graphics.setColor (unpack black)) ; reset color to white (no tinting)
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(each [_ collider (pairs collider-debug-boxes)]
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(love.graphics.rectangle "line" collider.x collider.y collider.width collider.height)))
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)
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; (love.graphics.print "Hello from Fennel!\nPress any key to quit" 10 10))
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(fn love.keypressed [key]
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nil
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; (let [
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; [player-x player-y] (. game-state :player-pos)
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; [next-player-x next-player-y] (case key
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; :left [(- player-x 1) player-y]
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; :up [player-x (- player-y 1)]
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; :right [(+ player-x 1) player-y]
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; :down [player-x (+ player-y 1)]
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; _ [player-x player-y])
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; next-cell (. game-state :world next-player-y next-player-x)
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; valid-move (not= :wall (. next-cell :type))
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; ]
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; (when valid-move
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; (tset game-state :player-pos [next-player-x next-player-y]))
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; (tset game-state :world next-player-y next-player-x :revealed true)
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; (case key
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; :left (tset game-state :player-dir :w)
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; :up (tset game-state :player-dir :n)
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; :right (tset game-state :player-dir :e)
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; :down (tset game-state :player-dir :s)))
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)
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(fn love.keypressed [key] nil )
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