308 lines
7.5 KiB
Lua
308 lines
7.5 KiB
Lua
package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
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Util = require( "utillib" )
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Vec2 = require( "vector2" )
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Rect = require( "rectangle" )
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local TILE_SIZE = 16
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local PLAYER_MAXSPEED = 1.5
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local PLAYER_ACCELL = 5
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local PLAYER_DEACCELL = 5
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local GRAVITY = 6
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local JUMP_STR = 3
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local WALK_ANIM_SPEED = 12
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local tex = nil
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local res = Vec2:new( 160, 144 )
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local winScale = 5
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local winSize = res:scale( winScale )
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local framebuffer = nil
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local monitor = 0
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local tilemap = {
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size = Vec2:new( res.x / TILE_SIZE, res.y / TILE_SIZE ),
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tiles = {},
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tileRects = {
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Rect:new( 224, 112, TILE_SIZE, TILE_SIZE ),
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Rect:new( 224, 48, TILE_SIZE, TILE_SIZE ),
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Rect:new( 208, 48, TILE_SIZE, TILE_SIZE ),
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Rect:new( 240, 48, TILE_SIZE, TILE_SIZE ),
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Rect:new( 256, 96, TILE_SIZE, TILE_SIZE ),
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Rect:new( 256, 112, TILE_SIZE, TILE_SIZE ),
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},
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}
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local player = {
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vel = Vec2:new( 0, 0 ),
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pos = Vec2:new( 32, 32 ), -- Center bottom.
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colRect = Rect:new( 0, 0, 12, 14 ),
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onFloor = false,
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frames = {
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Rect:new( 6, 14, 20, 18 ),
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Rect:new( 39, 13, 20, 19 ),
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Rect:new( 70, 14, 20, 18 ),
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Rect:new( 6, 45, 20, 18 ),
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Rect:new( 38, 45, 20, 18 ),
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Rect:new( 70, 45, 20, 18 ),
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},
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walkAnimFrames = { 2, 3, 4, 3 },
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curFrame = 1,
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animPos = 0.0,
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facing = 1,
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}
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local function createMap()
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for x = 1, tilemap.size.x do
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table.insert( tilemap.tiles, {} )
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for y = 1, tilemap.size.y do
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if y == tilemap.size.y then
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table.insert( tilemap.tiles[x], 1 )
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else
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table.insert( tilemap.tiles[x], 0 )
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end
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end
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end
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tilemap.tiles[4][7] = 3
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tilemap.tiles[5][7] = 2
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tilemap.tiles[6][7] = 2
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tilemap.tiles[7][7] = 4
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tilemap.tiles[6][6] = 5
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tilemap.tiles[10][4] = 5
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tilemap.tiles[10][5] = 6
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tilemap.tiles[10][6] = 6
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tilemap.tiles[10][7] = 6
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tilemap.tiles[10][8] = 6
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tilemap.tiles[1][5] = 5
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tilemap.tiles[1][6] = 6
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tilemap.tiles[1][7] = 6
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tilemap.tiles[1][8] = 6
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end
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function RL.config()
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RL.SetConfigFlags( RL.FLAG_WINDOW_RESIZABLE )
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RL.SetConfigFlags( RL.FLAG_VSYNC_HINT )
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RL.InitWindow( winSize, "Platformer" )
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local monitorPos = Vec2:newT( RL.GetMonitorPosition( monitor ) )
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local monitorSize = Vec2:newT( RL.GetMonitorSize( monitor ) )
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RL.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } )
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end
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function RL.init()
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createMap()
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tex = RL.LoadTexture( RL.GetBasePath().."../resources/images/arcade_platformerV2.png" )
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framebuffer = RL.LoadRenderTexture( res )
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end
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local function isTileWall( pos )
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if RL.CheckCollisionPointRec( { pos.x, pos.y }, { 0, 0, tilemap.size.x, tilemap.size.y } ) then
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return 0 < tilemap.tiles[ pos.x + 1 ][ pos.y + 1 ]
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else
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return false
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end
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end
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local function tileCollision( entity )
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local vPos = entity.pos + entity.vel -- Future pos with current vel.
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local vRect = Rect:tempR( entity.colRect )
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local tinyGap = 0.001 -- Tiny gap between collisionRect and tile to prevent getting stuck on all seams.
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-- Move test rect to predicted position.
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vRect.x = vPos.x - vRect.width / 2
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-- Tile range where collision box is affecting.
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local tileRect = Rect:temp(
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math.floor( vRect.x / TILE_SIZE ),
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math.floor( vRect.y / TILE_SIZE ),
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math.floor( ( vRect.x + vRect.width ) / TILE_SIZE ),
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math.floor( ( vRect.y + vRect.height ) / TILE_SIZE )
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)
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for y = tileRect.y, tileRect.height do
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if 0 < entity.vel.x then
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if isTileWall( Vec2:temp( tileRect.width, y ) ) then
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-- Use new_x to push out of tile.
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local new_x = tileRect.width * TILE_SIZE - ( entity.colRect.x + entity.colRect.width )
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entity.vel.x = new_x - tinyGap
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break
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end
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elseif entity.vel.x < 0 then
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if isTileWall( Vec2:temp( tileRect.x, y ) ) then
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local new_x = ( tileRect.x * TILE_SIZE + TILE_SIZE ) - entity.colRect.x
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entity.vel.x = new_x + tinyGap
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break
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end
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end
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end
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-- Calculate new tileRect for y.
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vRect.x = entity.colRect.x -- Reset to non predicted one.
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vRect.y = vPos.y - vRect.height
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tileRect:set(
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math.floor( vRect.x / TILE_SIZE ),
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math.floor( vRect.y / TILE_SIZE ),
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math.floor( ( vRect.x + vRect.width ) / TILE_SIZE ),
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math.floor( ( vRect.y + vRect.height ) / TILE_SIZE )
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)
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for x = tileRect.x, tileRect.width do
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if 0 < entity.vel.y then
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if isTileWall( Vec2:temp( x, tileRect.height ) ) then
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local new_y = tileRect.height * TILE_SIZE - ( entity.colRect.y + entity.colRect.height )
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-- math.max prevents bounce when hitting right on the corner.
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entity.vel.y = math.max( new_y - tinyGap, 0 )
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player.onFloor = true
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break
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end
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elseif entity.vel.y < 0 then
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if isTileWall( Vec2:temp( x, tileRect.y ) ) then
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local new_y = ( tileRect.y * TILE_SIZE + TILE_SIZE ) - entity.colRect.y
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entity.vel.y = new_y + tinyGap
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break
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end
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end
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end
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end
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local function playerMovement( delta )
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local moving = { false, false }
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if RL.IsKeyDown( RL.KEY_RIGHT ) then
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player.vel.x = player.vel.x + PLAYER_ACCELL * delta
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moving[1] = true
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if 0 < player.vel.x then
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player.facing = 1
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end
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elseif RL.IsKeyDown( RL.KEY_LEFT ) then
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player.vel.x = player.vel.x - PLAYER_ACCELL * delta
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moving[1] = true
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if player.vel.x < 0 then
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player.facing = -1
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end
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end
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if RL.IsKeyPressed( RL.KEY_SPACE ) and player.onFloor then
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player.vel.y = -JUMP_STR
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player.onFloor = false
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end
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-- Deaccel.
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if not moving[1] then
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if delta * PLAYER_DEACCELL < player.vel.x then
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player.vel.x = player.vel.x - PLAYER_DEACCELL * delta
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elseif player.vel.x < -delta * PLAYER_DEACCELL then
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player.vel.x = player.vel.x + PLAYER_DEACCELL * delta
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else
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player.vel.x = 0.0
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end
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end
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player.vel.x = Util.clamp( player.vel.x, -PLAYER_MAXSPEED, PLAYER_MAXSPEED )
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player.vel.y = player.vel.y + GRAVITY * delta
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-- Drop from platform.
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if player.onFloor and 0.5 < player.vel.y then
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player.onFloor = false
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end
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tileCollision( player )
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player.pos:addEq( player.vel )
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player.colRect.x = player.pos.x - player.colRect.width / 2
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player.colRect.y = player.pos.y - player.colRect.height
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end
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function RL.update( delta )
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if RL.IsWindowResized() then
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winSize:setT( RL.GetScreenSize() )
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end
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playerMovement( delta )
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end
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local function drawMap()
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RL.DrawTextureRec( tex, { 0, 160, res.x, res.y }, { 0, 0 }, RL.WHITE )
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for x = 1, tilemap.size.x do
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for y = 1, tilemap.size.y do
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local tile = tilemap.tiles[x][y]
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local pos = Vec2:temp( x - 1, y - 1 )
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if 0 < tile then
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RL.DrawTextureRec( tex, tilemap.tileRects[ tile ], { pos.x * TILE_SIZE, pos.y * TILE_SIZE }, RL.WHITE )
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end
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end
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end
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end
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local function drawPlayer()
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-- Animation.
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if player.onFloor then
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if math.abs( player.vel.x ) < 0.1 then
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player.curFrame = 1
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else
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player.animPos = player.animPos + WALK_ANIM_SPEED * ( math.abs( player.vel.x ) / PLAYER_MAXSPEED ) * RL.GetFrameTime()
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local frame = math.ceil( player.animPos )
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if #player.walkAnimFrames < frame then
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frame = 1
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player.animPos = player.animPos - #player.walkAnimFrames
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end
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player.curFrame = frame
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end
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else
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if 0 < player.vel.y then
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player.curFrame = 6
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elseif player.vel.y < 0 then
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player.curFrame = 5
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end
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end
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-- Draw rect.
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local src = player.frames[ player.curFrame ]:clone()
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local dst = Rect:temp(
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player.pos.x - src.width / 2,
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player.pos.y - src.height,
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src.width,
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src.height
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)
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if player.facing < 0 then
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src.width = -src.width
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end
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RL.DrawTexturePro( tex, src, dst, { 0, 0 }, 0.0, RL.WHITE )
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end
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function RL.draw()
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RL.ClearBackground( RL.BLACK )
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RL.BeginTextureMode( framebuffer )
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drawMap()
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drawPlayer()
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RL.EndTextureMode()
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RL.DrawTexturePro(
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RL.GetRenderTextureTexture( framebuffer ),
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{ 0, 0, res.x, -res.y },
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{ 0, 0, winSize.x, winSize.y },
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{ 0, 0 },
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0.0,
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RL.WHITE
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)
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end
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