(local beholder (require "libs/beholder")) (local colors (require "src/colors.fnl")) (local levels (require "levels.fnl")) (local assets (require "src/assets.fnl")) (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))) (local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 :rot 0 }) (fn player.update [self dt] (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)] (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} (set self.rot (+ self.rot (* dt 2))) {:d-key false :a-key true :e-key false :q-key false} (set self.rot (- self.rot (* dt 2))) {:d-key false :a-key false :e-key true :q-key false} (set self.rot (- self.rot (* dt 2))) {:d-key false :a-key false :e-key false :q-key true} (set self.rot (+ self.rot (* dt 2))) )) ; (when (and (> self.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)))))) (beholder.trigger "PLAYER.POS" self.x self.y)) (fn player.load [self level-key] (set self.battery 100) (set self.x (. levels :levels level-key :spawns :player-1 :x)) (set self.y (. levels :levels level-key :spawns :player-1 :y)) ; (bump-world:add player player.x player.y player.w player.h)) (set self.quads (let [ (w h) (assets.player-sprite:getDimensions)] { :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 player.draw50 [self] "draw player sprite and hitbox" (colors:reset-color) (love.graphics.draw assets.player-sprite (. self.quads (angle-to-direction player.rot)) self.x self.y) ;; draw player hitbox and direction line ; (when state.debug ; (colors:set-color :black) ; (love.graphics.rectangle "line" self.x self.y self.w self.h) ; (love.graphics.push) ; (let [ox (+ self.x (/ 25 2)) oy (+ self.y (/ 25 2))] ; (love.graphics.translate ox oy) ; (love.graphics.rotate self.rot) ; (love.graphics.line 0 0 35 0)) ; (love.graphics.pop)) ) player