(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.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.draw [self state] "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