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authorjussi2024-04-18 13:33:58 +0300
committerjussi2024-04-18 13:33:58 +0300
commitbdd660be01f3742befe15dff26929a77eeefe61d (patch)
tree93fd6de2ea48f9137e0c899db0c7f73d34f5ea87 /examples/platformer
parent70b40f67824b3d612235c382aa83821c054fa51e (diff)
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New creation methods for object libs.
Diffstat (limited to 'examples/platformer')
-rw-r--r--examples/platformer/main.lua19
1 files changed, 9 insertions, 10 deletions
diff --git a/examples/platformer/main.lua b/examples/platformer/main.lua
index 6c8e0c6..9e71984 100644
--- a/examples/platformer/main.lua
+++ b/examples/platformer/main.lua
@@ -104,14 +104,14 @@ end
local function tileCollision( entity )
local vPos = entity.pos + entity.vel -- Future pos with current vel.
- local vRect = entity.colRect:clone()
+ local vRect = Rect:tempR( entity.colRect )
local tinyGap = 0.001 -- Tiny gap between collisionRect and tile to prevent getting stuck on all seams.
-- Move test rect to predicted position.
vRect.x = vPos.x - vRect.width / 2
-- Tile range where collision box is affecting.
- local tileRect = Rect:new(
+ local tileRect = Rect:temp(
math.floor( vRect.x / TILE_SIZE ),
math.floor( vRect.y / TILE_SIZE ),
math.floor( ( vRect.x + vRect.width ) / TILE_SIZE ),
@@ -120,7 +120,7 @@ local function tileCollision( entity )
for y = tileRect.y, tileRect.height do
if 0 < entity.vel.x then
- if isTileWall( Vec2:new( tileRect.width, y ) ) then
+ if isTileWall( Vec2:temp( tileRect.width, y ) ) then
-- Use new_x to push out of tile.
local new_x = tileRect.width * TILE_SIZE - ( entity.colRect.x + entity.colRect.width )
@@ -129,7 +129,7 @@ local function tileCollision( entity )
break
end
elseif entity.vel.x < 0 then
- if isTileWall( Vec2:new( tileRect.x, y ) ) then
+ if isTileWall( Vec2:temp( tileRect.x, y ) ) then
local new_x = ( tileRect.x * TILE_SIZE + TILE_SIZE ) - entity.colRect.x
entity.vel.x = new_x + tinyGap
@@ -151,7 +151,7 @@ local function tileCollision( entity )
for x = tileRect.x, tileRect.width do
if 0 < entity.vel.y then
- if isTileWall( Vec2:new( x, tileRect.height ) ) then
+ if isTileWall( Vec2:temp( 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 )
@@ -160,7 +160,7 @@ local function tileCollision( entity )
break
end
elseif entity.vel.y < 0 then
- if isTileWall( Vec2:new( x, tileRect.y ) ) then
+ if isTileWall( Vec2:temp( x, tileRect.y ) ) then
local new_y = ( tileRect.y * TILE_SIZE + TILE_SIZE ) - entity.colRect.y
entity.vel.y = new_y + tinyGap
@@ -207,7 +207,6 @@ local function playerMovement( delta )
end
player.vel.x = Util.clamp( player.vel.x, -PLAYER_MAXSPEED, PLAYER_MAXSPEED )
-
player.vel.y = player.vel.y + GRAVITY * delta
-- Drop from platform.
@@ -216,7 +215,7 @@ local function playerMovement( delta )
end
tileCollision( player )
- player.pos = player.pos + player.vel
+ player.pos:addEq( player.vel )
player.colRect.x = player.pos.x - player.colRect.width / 2
player.colRect.y = player.pos.y - player.colRect.height
end
@@ -235,7 +234,7 @@ local function drawMap()
for x = 1, tilemap.size.x do
for y = 1, tilemap.size.y do
local tile = tilemap.tiles[x][y]
- local pos = Vec2:new( x - 1, y - 1 )
+ local pos = Vec2:temp( x - 1, y - 1 )
if 0 < tile then
RL.DrawTextureRec( tex, tilemap.tileRects[ tile ], { pos.x * TILE_SIZE, pos.y * TILE_SIZE }, RL.WHITE )
@@ -272,7 +271,7 @@ local function drawPlayer()
-- Draw rect.
local src = player.frames[ player.curFrame ]:clone()
- local dst = Rect:new(
+ local dst = Rect:temp(
player.pos.x - src.width / 2,
player.pos.y - src.height,
src.width,