update player movment to use player rot

This commit is contained in:
Travis Shears 2026-04-14 11:43:03 +02:00
parent 0d29988a66
commit 449145cf20
Signed by: travisshears
GPG key ID: CB9BF1910F3F7469

View file

@ -45,7 +45,7 @@
(local debug false)
(local collider-debug-boxes [])
(local bump-world (bump.newWorld 25))
(local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 })
(local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 :rot 0 })
; 16:9 (Modern Widescreen - Recommended)**
; - **640x360** ← Best middle ground
; - 800x450
@ -133,20 +133,20 @@ while 1 do love.event.push('stdin', io.read('*line')) end") :start))
(love.graphics.rectangle "line" collider.x collider.y collider.width collider.height))))
(fn love.update [dt]
(let [deltas { :dx 0 :dy 0}]
(if (love.keyboard.isDown :right)
(tset deltas :dx (* player.speed dt))
(if (love.keyboard.isDown :left)
(tset deltas :dx (* (* -1 player.speed) dt))))
(if (love.keyboard.isDown :down)
(tset deltas :dy (* player.speed dt))
(if (love.keyboard.isDown :up)
(tset deltas :dy (* (* -1 player.speed) dt))))
(if (or (not= 0 deltas.dx) (not= 0 deltas.dy))
(let [(x y) (bump-world:move player (+ player.x deltas.dx) (+ player.y deltas.dy))]
; (print (fennel.view { :msg "Moving player" :x x :y y}))
(tset player :x x)
(tset player :y y))))
; rotate player
(if (and (love.keyboard.isDown :d) (not (love.keyboard.isDown :a)))
(tset player :rot (+ player.rot (* dt 2))))
(if (and (love.keyboard.isDown :a) (not (love.keyboard.isDown :d)))
(tset player :rot (- player.rot (* dt 2))))
(if (or (love.keyboard.isDown :a) (love.keyboard.isDown :d))
(let [
new-x (+ player.x (* player.speed dt (math.cos player.rot)))
new-y (+ player.y (* player.speed dt (math.sin player.rot)))
(x y) (bump-world:move player new-x new-y)]
(tset player :x x)
(tset player :y y)))
;; Update camera to follow player (keep player centered on screen)
(tset camera :x (- player.x (/ screen.canvas-w 2)))
@ -180,17 +180,38 @@ while 1 do love.event.push('stdin', io.read('*line')) end") :start))
(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)))
(fn draw-player []
"draw player sprite and hitbox"
(reset-color)
(love.graphics.draw
player-art.player-sprite
player-art.player1.quads.n
(. player-art.player1.quads (angle-to-direction player.rot))
player.x player.y)
;; draw player hitbox
;; 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.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 love.draw []