get player movement and collision working

This commit is contained in:
Travis Shears 2026-04-24 10:57:57 +02:00
parent 4b77c7e5a3
commit 84db41dc51
Signed by: travisshears
GPG key ID: CB9BF1910F3F7469
3 changed files with 45 additions and 23 deletions

View file

@ -120,7 +120,7 @@
; (tset screen :canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h))
(set pool (tutorial.load screen))
(pool:flush)
(pool:emit :load :tutorial)
(pool:emit :load)
; (utils.debug-print pool)
; (utils.debug-print world)
; (load-assets)

View file

@ -3,6 +3,9 @@
(local levels (require "levels.fnl"))
(local assets (require "src/assets.fnl"))
(var bump-world nil)
(var level-key nil)
(lambda angle-to-direction [angle]
"Convert angle (radians) to compass direction keyword"
(local tau (* 2 math.pi))
@ -29,26 +32,25 @@
{: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))))))
)
(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 self.x (* self.speed dt (math.cos self.rot)))
new-y (dir-fn self.y (* self.speed dt (math.sin self.rot)))
col-filter-fn (lambda [item other]
(if (= other.behavior "block") :slide :cross))
(x y cols len) (bump-world:move self new-x new-y col-filter-fn)]
(set self.x x)
(set self.y y))
(if (> self.battery 0)
(set self.battery (- self.battery (* dt 2))))))
(beholder.trigger "PLAYER.POS" self.x self.y))
(fn player.load [self level-key]
(fn player.load [self]
(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)]
@ -62,7 +64,7 @@
:w (love.graphics.newQuad 150 0 25 25 w h)
:nw (love.graphics.newQuad 175 0 25 25 w h)
}))
)
(bump-world:add self self.x self.y self.w self.h))
(fn player.draw50 [self]
"draw player sprite and hitbox"
@ -84,4 +86,7 @@
(love.graphics.pop))
player
(lambda [{:bump-world bw :level-key key}]
(set bump-world bw)
(set level-key key)
player)

View file

@ -7,27 +7,44 @@
(local player (require "src/entities/player.fnl"))
(local walls (require "src/systems/walls.fnl"))
; (local colliders {
; :added {}
; })
; (fn colliders.update [self]
; (each [_ c (ipairs self.pool.groups.colliders.entities)]
; (when (not (. self.added (. c 1)))
; (print "Adding collider to list")
; (utils.debug-print c)
; (tset self.added (. c 1) true)
; )))
; (let [obj (. c 1)]
; (when (not (. self.added obj))
; (set self.added obj true)
; (self.pool.data.bump-world:add (unpack c))))))
(fn load [screen]
(let [
canvas (love.graphics.newCanvas screen.canvas-w screen.canvas-h)
bump-world (bump.newWorld 25)
pool (nata.new {
:data {
: screen
: canvas
:bump-world (bump.newWorld 25)
: bump-world
:level-key :tutorial
}
; :groups {
:groups {
; gravity = {filter = {'gravity'}},
; :colliders {:filter [:collider]}
; :post-draw {:filter [:post-draw]}
; }
}
:systems [
(nata:oop)
camera
walls
]
})]
(pool:queue player)
(pool:queue (player {:bump-world bump-world :level-key :tutorial}))
pool))
{