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authorjussi2023-11-16 22:37:28 +0200
committerjussi2023-11-16 22:37:28 +0200
commit5c8324d25f5f3500d5258f599afc710352611513 (patch)
treefa92484c2aeabc7b7d66b53f12dd1e9c5c984652 /examples/platformer/main.lua
parent118a1f3a8bc468077fdd8bac4d46c452965ce283 (diff)
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Lightmap 100 and 120 shaders. Snake and platformer example refining.
Diffstat (limited to 'examples/platformer/main.lua')
-rw-r--r--examples/platformer/main.lua111
1 files changed, 59 insertions, 52 deletions
diff --git a/examples/platformer/main.lua b/examples/platformer/main.lua
index 854b02d..4c884f8 100644
--- a/examples/platformer/main.lua
+++ b/examples/platformer/main.lua
@@ -2,6 +2,7 @@ package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Util = require( "utillib" )
Vec2 = require( "vector2" )
+Rect = require( "rectangle" )
local TILE_SIZE = 16
local PLAYER_MAXSPEED = 1.5
@@ -21,27 +22,26 @@ local tilemap = {
size = Vec2:new( res.x / TILE_SIZE, res.y / TILE_SIZE ),
tiles = {},
tileRects = {
- { 224, 112, TILE_SIZE, TILE_SIZE },
- { 224, 48, TILE_SIZE, TILE_SIZE },
- { 208, 48, TILE_SIZE, TILE_SIZE },
- { 240, 48, TILE_SIZE, TILE_SIZE },
- { 256, 96, TILE_SIZE, TILE_SIZE },
- { 256, 112, TILE_SIZE, TILE_SIZE },
+ Rect:new( 224, 112, TILE_SIZE, TILE_SIZE ),
+ Rect:new( 224, 48, TILE_SIZE, TILE_SIZE ),
+ Rect:new( 208, 48, TILE_SIZE, TILE_SIZE ),
+ Rect:new( 240, 48, TILE_SIZE, TILE_SIZE ),
+ Rect:new( 256, 96, TILE_SIZE, TILE_SIZE ),
+ Rect:new( 256, 112, TILE_SIZE, TILE_SIZE ),
},
}
-
local player = {
vel = Vec2:new( 0, 0 ),
pos = Vec2:new( 32, 32 ), -- Center bottom.
- colRect = { 0, 0, 12, 14 },
+ colRect = Rect:new( 0, 0, 12, 14 ),
onFloor = false,
frames = {
- { 6, 14, 20, 18 },
- { 39, 13, 20, 19 },
- { 70, 14, 20, 18 },
- { 6, 45, 20, 18 },
- { 38, 45, 20, 18 },
- { 70, 45, 20, 18 },
+ Rect:new( 6, 14, 20, 18 ),
+ Rect:new( 39, 13, 20, 19 ),
+ Rect:new( 70, 14, 20, 18 ),
+ Rect:new( 6, 45, 20, 18 ),
+ Rect:new( 38, 45, 20, 18 ),
+ Rect:new( 70, 45, 20, 18 ),
},
walkAnimFrames = { 2, 3, 4, 3 },
curFrame = 1,
@@ -103,33 +103,33 @@ end
local function tileCollision( entity )
local vPos = entity.pos + entity.vel -- Future pos with current vel.
- local vRect = Util.tableClone( entity.colRect )
+ local vRect = entity.colRect:clone()
local tinyGap = 0.001 -- Tiny gap between collisionRect and tile to prevent getting stuck on all seams.
-- Move test rect to predicted position.
- vRect[1] = vPos.x - vRect[3] / 2
+ vRect.x = vPos.x - vRect.width / 2
-- Tile range where collision box is affecting.
- local tileRect = {
- math.floor( vRect[1] / TILE_SIZE ),
- math.floor( vRect[2] / TILE_SIZE ),
- math.floor( ( vRect[1] + vRect[3] ) / TILE_SIZE ),
- math.floor( ( vRect[2] + vRect[4] ) / TILE_SIZE ),
- }
-
- for y = tileRect[2], tileRect[4] do
+ local tileRect = Rect:new(
+ math.floor( vRect.x / TILE_SIZE ),
+ math.floor( vRect.y / TILE_SIZE ),
+ math.floor( ( vRect.x + vRect.width ) / TILE_SIZE ),
+ math.floor( ( vRect.y + vRect.height ) / TILE_SIZE )
+ )
+
+ for y = tileRect.y, tileRect.height do
if 0 < entity.vel.x then
- if isTileWall( Vec2:new( tileRect[3], y ) ) then
+ if isTileWall( Vec2:new( tileRect.width, y ) ) then
-- Use new_x to push out of tile.
- local new_x = tileRect[3] * TILE_SIZE - ( entity.colRect[1] + entity.colRect[3] )
+ local new_x = tileRect.width * TILE_SIZE - ( entity.colRect.x + entity.colRect.width )
entity.vel.x = new_x - tinyGap
break
end
elseif entity.vel.x < 0 then
- if isTileWall( Vec2:new( tileRect[1], y ) ) then
- local new_x = ( tileRect[1] * TILE_SIZE + TILE_SIZE ) - entity.colRect[1]
+ if isTileWall( Vec2:new( tileRect.x, y ) ) then
+ local new_x = ( tileRect.x * TILE_SIZE + TILE_SIZE ) - entity.colRect.x
entity.vel.x = new_x + tinyGap
break
@@ -138,20 +138,20 @@ local function tileCollision( entity )
end
-- Calculate new tileRect for y.
- vRect[1] = entity.colRect[1] -- Reset to non predicted one.
- vRect[2] = vPos.y - vRect[4]
+ vRect.x = entity.colRect.x -- Reset to non predicted one.
+ vRect.y = vPos.y - vRect.height
- tileRect = {
- math.floor( vRect[1] / TILE_SIZE ),
- math.floor( vRect[2] / TILE_SIZE ),
- math.floor( ( vRect[1] + vRect[3] ) / TILE_SIZE ),
- math.floor( ( vRect[2] + vRect[4] ) / TILE_SIZE ),
- }
+ tileRect:set(
+ math.floor( vRect.x / TILE_SIZE ),
+ math.floor( vRect.y / TILE_SIZE ),
+ math.floor( ( vRect.x + vRect.width ) / TILE_SIZE ),
+ math.floor( ( vRect.y + vRect.height ) / TILE_SIZE )
+ )
- for x = tileRect[1], tileRect[3] do
+ for x = tileRect.x, tileRect.width do
if 0 < entity.vel.y then
- if isTileWall( Vec2:new( x, tileRect[4] ) ) then
- local new_y = tileRect[4] * TILE_SIZE - ( entity.colRect[2] + entity.colRect[4] )
+ if isTileWall( Vec2:new( x, tileRect.height ) ) then
+ local new_y = tileRect.height * TILE_SIZE - ( entity.colRect.y + entity.colRect.height )
-- math.max prevents bounce when hitting right on the corner.
entity.vel.y = math.max( new_y - tinyGap, 0 )
player.onFloor = true
@@ -159,8 +159,8 @@ local function tileCollision( entity )
break
end
elseif entity.vel.y < 0 then
- if isTileWall( Vec2:new( x, tileRect[2] ) ) then
- local new_y = ( tileRect[2] * TILE_SIZE + TILE_SIZE ) - entity.colRect[2]
+ if isTileWall( Vec2:new( x, tileRect.y ) ) then
+ local new_y = ( tileRect.y * TILE_SIZE + TILE_SIZE ) - entity.colRect.y
entity.vel.y = new_y + tinyGap
break
@@ -216,8 +216,8 @@ local function playerMovement( delta )
tileCollision( player )
player.pos = player.pos + player.vel
- player.colRect[1] = player.pos.x - player.colRect[3] / 2
- player.colRect[2] = player.pos.y - player.colRect[4]
+ player.colRect.x = player.pos.x - player.colRect.width / 2
+ player.colRect.y = player.pos.y - player.colRect.height
end
function RL.process( delta )
@@ -270,16 +270,16 @@ local function drawPlayer()
-- Draw rect.
- local src = Util.tableClone( player.frames[ player.curFrame ] )
- local dst = {
- player.pos.x - src[3] / 2,
- player.pos.y - src[4],
- src[3],
- src[4],
- }
+ local src = player.frames[ player.curFrame ]:clone()
+ local dst = Rect:new(
+ player.pos.x - src.width / 2,
+ player.pos.y - src.height,
+ src.width,
+ src.height
+ )
if player.facing < 0 then
- src[3] = -src[3]
+ src.width = -src.width
end
RL.DrawTexturePro( tex, src, dst, { 0, 0 }, 0.0, RL.WHITE )
@@ -293,5 +293,12 @@ function RL.draw()
drawPlayer()
RL.EndTextureMode()
- RL.DrawTexturePro( RL.GetRenderTextureTexture( framebuffer ), { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE )
+ RL.DrawTexturePro(
+ RL.GetRenderTextureTexture( framebuffer ),
+ { 0, 0, res.x, -res.y },
+ { 0, 0, winSize.x, winSize.y },
+ { 0, 0 },
+ 0.0,
+ RL.WHITE
+ )
end