(local utils (require "src/utils.fnl")) (local beholder (require "libs/beholder")) (local color (require "src/colors.fnl")) (local levels (require "levels.fnl")) (local assets (require "src/assets.fnl")) (var bump-world nil) (var level-key nil) (lambda bump-filter [item other] (if (= other.behavior "block") :slide :cross)) (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 width 19) (local height 15) (local player { :x 50 :y 50 :w 25 :h 25 :speed 80 :battery 100 :rot 0 :hitbox [50 50 width height] :init-move false ; nudge the player at start of game to trigger starting collisions }) (lambda handle-collisions [cols] (each [_ col (pairs cols)] (when col.other.on-hit (col.other:on-hit)) (beholder.trigger "PLAYER.HIT" col.other))) (fn player.update [self dt] (when (= self.init-move false) (set self.init-move true) (let [(x y cols len) (bump-world:move self self.x self.y bump-filter)] (handle-collisions cols))) (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 self.x (* self.speed dt (math.cos self.rot))) new-y (dir-fn self.y (* self.speed dt (math.sin self.rot))) (x y cols len) (bump-world:move self new-x new-y bump-filter)] (handle-collisions cols) (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) (beholder.trigger "PLAYER.BATTERY" self.battery)) (fn player.load [self] (set self.battery 100) (let [ spawn-x (-> (. levels :levels level-key :spawns :player-1 :x) (- (/ width 2))) spawn-y (-> (. levels :levels level-key :spawns :player-1 :y) (- (/ height 2))) (x y cols len) (bump-world:move self spawn-x spawn-y bump-filter)] (set self.x x) (set self.y y)) (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" (color:reset-color) (love.graphics.draw assets.player-sprite (. self.quads (angle-to-direction player.rot)) (- self.x 3) (- self.y 7))) (fn player.draw-debug [self] "draw player hitbox and direction line" (color.set-color :black) (love.graphics.rectangle "line" self.x self.y width height) (love.graphics.rectangle "line" self.x self.y 1 1) (love.graphics.push) (let [ox (+ self.x (/ width 2)) oy (+ self.y (/ height 2))] (love.graphics.translate ox oy) (love.graphics.rotate self.rot) (love.graphics.line 0 0 35 0)) (love.graphics.pop)) (lambda [{:bump-world bw :level-key key}] (set bump-world bw) (set level-key key) player)