get player movement and collision working
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4b77c7e5a3
commit
84db41dc51
3 changed files with 45 additions and 23 deletions
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@ -120,7 +120,7 @@
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; (tset screen :canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h))
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; (tset screen :canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h))
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(set pool (tutorial.load screen))
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(set pool (tutorial.load screen))
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(pool:flush)
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(pool:flush)
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(pool:emit :load :tutorial)
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(pool:emit :load)
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; (utils.debug-print pool)
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; (utils.debug-print pool)
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; (utils.debug-print world)
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; (utils.debug-print world)
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; (load-assets)
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; (load-assets)
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@ -3,6 +3,9 @@
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(local levels (require "levels.fnl"))
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(local levels (require "levels.fnl"))
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(local assets (require "src/assets.fnl"))
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(local assets (require "src/assets.fnl"))
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(var bump-world nil)
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(var level-key nil)
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(lambda angle-to-direction [angle]
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(lambda angle-to-direction [angle]
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"Convert angle (radians) to compass direction keyword"
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"Convert angle (radians) to compass direction keyword"
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(local tau (* 2 math.pi))
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(local tau (* 2 math.pi))
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@ -29,26 +32,25 @@
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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 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 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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{: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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)
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; (when (and (> self.battery 0) (or d-key a-key e-key q-key))
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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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(let [
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; dir-fn (if (or d-key a-key) #(+ $1 $2) #(- $1 $2))
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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-x (dir-fn self.x (* self.speed dt (math.cos self.rot)))
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; new-y (dir-fn player.y (* player.speed dt (math.sin player.rot)))
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new-y (dir-fn self.y (* self.speed dt (math.sin self.rot)))
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; col-filter-fn (lambda [item other]
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col-filter-fn (lambda [item other]
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; (if (= other.behavior "block") :slide :cross))
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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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(x y cols len) (bump-world:move self new-x new-y col-filter-fn)]
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; (tset player :x x)
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(set self.x x)
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; (tset player :y y))
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(set self.y y))
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; (if (> player.battery 0)
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(if (> self.battery 0)
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; (set player.battery (- player.battery (* dt 2))))))
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(set self.battery (- self.battery (* dt 2))))))
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(beholder.trigger "PLAYER.POS" self.x self.y))
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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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(fn player.load [self]
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(set self.battery 100)
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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.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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(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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(set self.quads
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(let [
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(let [
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(w h) (assets.player-sprite:getDimensions)]
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(w h) (assets.player-sprite:getDimensions)]
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@ -62,7 +64,7 @@
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:w (love.graphics.newQuad 150 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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:nw (love.graphics.newQuad 175 0 25 25 w h)
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}))
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}))
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)
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(bump-world:add self self.x self.y self.w self.h))
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(fn player.draw50 [self]
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(fn player.draw50 [self]
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"draw player sprite and hitbox"
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"draw player sprite and hitbox"
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@ -84,4 +86,7 @@
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(love.graphics.pop))
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(love.graphics.pop))
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player
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(lambda [{:bump-world bw :level-key key}]
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(set bump-world bw)
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(set level-key key)
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player)
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@ -7,27 +7,44 @@
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(local player (require "src/entities/player.fnl"))
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(local player (require "src/entities/player.fnl"))
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(local walls (require "src/systems/walls.fnl"))
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(local walls (require "src/systems/walls.fnl"))
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; (local colliders {
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; :added {}
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; })
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; (fn colliders.update [self]
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; (each [_ c (ipairs self.pool.groups.colliders.entities)]
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; (when (not (. self.added (. c 1)))
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; (print "Adding collider to list")
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; (utils.debug-print c)
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; (tset self.added (. c 1) true)
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; )))
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; (let [obj (. c 1)]
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; (when (not (. self.added obj))
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; (set self.added obj true)
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; (self.pool.data.bump-world:add (unpack c))))))
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(fn load [screen]
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(fn load [screen]
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(let [
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(let [
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canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h)
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canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h)
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bump-world (bump.newWorld 25)
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pool (nata.new {
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pool (nata.new {
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:data {
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:data {
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: screen
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: screen
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: canvas
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: canvas
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:bump-world (bump.newWorld 25)
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: bump-world
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:level-key :tutorial
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:level-key :tutorial
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}
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}
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; :groups {
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:groups {
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; gravity = {filter = {'gravity'}},
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; gravity = {filter = {'gravity'}},
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; :colliders {:filter [:collider]}
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; :post-draw {:filter [:post-draw]}
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; :post-draw {:filter [:post-draw]}
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; }
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}
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:systems [
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:systems [
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(nata:oop)
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(nata:oop)
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camera
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camera
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walls
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walls
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]
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]
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})]
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})]
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(pool:queue player)
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(pool:queue (player {:bump-world bump-world :level-key :tutorial}))
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pool))
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pool))
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{
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{
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