fennel_love2d_experiments/two_player_cleaning_game/src/entities/player.fnl

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3.4 KiB
Fennel

(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