87 lines
3.4 KiB
Fennel
87 lines
3.4 KiB
Fennel
(local beholder (require "libs/beholder"))
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(local colors (require "src/colors.fnl"))
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(local levels (require "levels.fnl"))
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(local assets (require "src/assets.fnl"))
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(lambda angle-to-direction [angle]
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"Convert angle (radians) to compass direction keyword"
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(local tau (* 2 math.pi))
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; Normalize angle to 0-2π range
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(local normalized (% (+ angle tau) tau))
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; Offset by 22.5° (π/8) so section boundaries align with directions
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(local offset (+ normalized (/ math.pi 8)))
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; Find which 45° section (π/4) it falls into
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(local section (math.floor (/ offset (/ math.pi 4))))
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; Map to compass directions
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(local directions [:e :se :s :sw :w :nw :n :ne])
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(. directions (+ (% section 8) 1)))
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(local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 :rot 0 })
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(fn player.update [self dt]
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(let [
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d-key (love.keyboard.isDown :d)
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a-key (love.keyboard.isDown :a)
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e-key (love.keyboard.isDown :e)
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q-key (love.keyboard.isDown :q)]
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(match {:d-key d-key :a-key a-key :e-key e-key :q-key q-key}
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{:d-key true :a-key false :e-key false :q-key false} (set self.rot (+ self.rot (* dt 2)))
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{:d-key false :a-key true :e-key false :q-key false} (set self.rot (- self.rot (* dt 2)))
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{:d-key false :a-key false :e-key true :q-key false} (set self.rot (- self.rot (* dt 2)))
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{:d-key false :a-key false :e-key false :q-key true} (set self.rot (+ self.rot (* dt 2)))
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))
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; (when (and (> self.battery 0) (or d-key a-key e-key q-key))
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; (let [
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; dir-fn (if (or d-key a-key) #(+ $1 $2) #(- $1 $2))
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; new-x (dir-fn player.x (* player.speed dt (math.cos player.rot)))
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; new-y (dir-fn player.y (* player.speed dt (math.sin player.rot)))
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; col-filter-fn (lambda [item other]
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; (if (= other.behavior "block") :slide :cross))
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; (x y cols len) (bump-world:move player new-x new-y col-filter-fn)]
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; (tset player :x x)
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; (tset player :y y))
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; (if (> player.battery 0)
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; (set player.battery (- player.battery (* dt 2))))))
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(beholder.trigger "PLAYER.POS" self.x self.y))
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(fn player.load [self level-key]
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(set self.battery 100)
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(set self.x (. levels :levels level-key :spawns :player-1 :x))
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(set self.y (. levels :levels level-key :spawns :player-1 :y))
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; (bump-world:add player player.x player.y player.w player.h))
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(set self.quads
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(let [
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(w h) (assets.player-sprite:getDimensions)]
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{
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:n (love.graphics.newQuad 0 0 25 25 w h)
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:s (love.graphics.newQuad 25 0 25 25 w h)
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:ne (love.graphics.newQuad 50 0 25 25 w h)
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:e (love.graphics.newQuad 75 0 25 25 w h)
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:se (love.graphics.newQuad 100 0 25 25 w h)
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:sw (love.graphics.newQuad 125 0 25 25 w h)
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:w (love.graphics.newQuad 150 0 25 25 w h)
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:nw (love.graphics.newQuad 175 0 25 25 w h)
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}))
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)
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(fn player.draw50 [self]
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"draw player sprite and hitbox"
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(colors:reset-color)
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(love.graphics.draw
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assets.player-sprite
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(. self.quads (angle-to-direction player.rot))
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self.x self.y)
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;; draw player hitbox and direction line
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; (when state.debug
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; (colors:set-color :black)
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; (love.graphics.rectangle "line" self.x self.y self.w self.h)
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; (love.graphics.push)
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; (let [ox (+ self.x (/ 25 2)) oy (+ self.y (/ 25 2))]
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; (love.graphics.translate ox oy)
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; (love.graphics.rotate self.rot)
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; (love.graphics.line 0 0 35 0))
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; (love.graphics.pop))
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)
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player
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