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 local PLAYER_ACCELL = 5 local PLAYER_DEACCELL = 5 local GRAVITY = 6 local JUMP_STR = 3 local WALK_ANIM_SPEED = 12 local tex = RL.LoadTexture( RL.GetBasePath().."../resources/images/arcade_platformerV2.png" ) local res = Vec2:new( 160, 144 ) local winScale = 5 local winSize = res:scale( winScale ) local framebuffer = RL.LoadRenderTexture( res ) local monitor = 0 local tilemap = { size = Vec2:new( res.x / TILE_SIZE, res.y / TILE_SIZE ), tiles = {}, tileRects = { 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 = Rect:new( 0, 0, 12, 14 ), onFloor = false, frames = { 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, animPos = 0.0, facing = 1, } local function createMap() for x = 1, tilemap.size.x do table.insert( tilemap.tiles, {} ) for y = 1, tilemap.size.y do if y == tilemap.size.y then table.insert( tilemap.tiles[x], 1 ) else table.insert( tilemap.tiles[x], 0 ) end end end tilemap.tiles[4][7] = 3 tilemap.tiles[5][7] = 2 tilemap.tiles[6][7] = 2 tilemap.tiles[7][7] = 4 tilemap.tiles[6][6] = 5 tilemap.tiles[10][4] = 5 tilemap.tiles[10][5] = 6 tilemap.tiles[10][6] = 6 tilemap.tiles[10][7] = 6 tilemap.tiles[10][8] = 6 tilemap.tiles[1][5] = 5 tilemap.tiles[1][6] = 6 tilemap.tiles[1][7] = 6 tilemap.tiles[1][8] = 6 end function RL.init() local monitorPos = Vec2:new( RL.GetMonitorPosition( monitor ) ) local monitorSize = Vec2:new( RL.GetMonitorSize( monitor ) ) RL.SetWindowTitle( "Platformer" ) RL.SetWindowState( RL.FLAG_WINDOW_RESIZABLE ) RL.SetWindowState( RL.FLAG_VSYNC_HINT ) RL.SetWindowSize( winSize ) RL.SetWindowPosition( { monitorPos.x + monitorSize.x / 2 - winSize.x / 2, monitorPos.y + monitorSize.y / 2 - winSize.y / 2 } ) createMap() end local function isTileWall( pos ) if RL.CheckCollisionPointRec( { pos.x, pos.y }, { 0, 0, tilemap.size.x - 1, tilemap.size.y - 1 } ) then return 0 < tilemap.tiles[ pos.x + 1 ][ pos.y + 1 ] else return false end end local function tileCollision( entity ) local vPos = entity.pos + entity.vel -- Future pos with current vel. 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.x = vPos.x - vRect.width / 2 -- Tile range where collision box is affecting. 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.width, y ) ) then -- Use new_x to push out of tile. 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.x, y ) ) then local new_x = ( tileRect.x * TILE_SIZE + TILE_SIZE ) - entity.colRect.x entity.vel.x = new_x + tinyGap break end end end -- Calculate new tileRect for y. vRect.x = entity.colRect.x -- Reset to non predicted one. vRect.y = vPos.y - vRect.height 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.x, tileRect.width do if 0 < entity.vel.y then 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 break end elseif entity.vel.y < 0 then 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 end end end end local function playerMovement( delta ) local moving = { false, false } if RL.IsKeyDown( RL.KEY_RIGHT ) then player.vel.x = player.vel.x + PLAYER_ACCELL * delta moving[1] = true if 0 < player.vel.x then player.facing = 1 end elseif RL.IsKeyDown( RL.KEY_LEFT ) then player.vel.x = player.vel.x - PLAYER_ACCELL * delta moving[1] = true if player.vel.x < 0 then player.facing = -1 end end if RL.IsKeyPressed( RL.KEY_SPACE ) and player.onFloor then player.vel.y = -JUMP_STR player.onFloor = false end -- Deaccel. if not moving[1] then if delta * PLAYER_DEACCELL < player.vel.x then player.vel.x = player.vel.x - PLAYER_DEACCELL * delta elseif player.vel.x < -delta * PLAYER_DEACCELL then player.vel.x = player.vel.x + PLAYER_DEACCELL * delta else player.vel.x = 0.0 end end player.vel.x = Util.clamp( player.vel.x, -PLAYER_MAXSPEED, PLAYER_MAXSPEED ) player.vel.y = player.vel.y + GRAVITY * delta -- Drop from platform. if player.onFloor and 0.5 < player.vel.y then player.onFloor = false end tileCollision( player ) player.pos = player.pos + player.vel player.colRect.x = player.pos.x - player.colRect.width / 2 player.colRect.y = player.pos.y - player.colRect.height end function RL.process( delta ) if RL.IsWindowResized() then winSize:set( RL.GetScreenSize() ) end playerMovement( delta ) end local function drawMap() RL.DrawTextureRec( tex, { 0, 160, res.x, res.y }, { 0, 0 }, RL.WHITE ) 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 ) if 0 < tile then RL.DrawTextureRec( tex, tilemap.tileRects[ tile ], { pos.x * TILE_SIZE, pos.y * TILE_SIZE }, RL.WHITE ) end end end end local function drawPlayer() -- Animation. if player.onFloor then if math.abs( player.vel.x ) < 0.1 then player.curFrame = 1 else player.animPos = player.animPos + WALK_ANIM_SPEED * ( math.abs( player.vel.x ) / PLAYER_MAXSPEED ) * RL.GetFrameTime() local frame = math.ceil( player.animPos ) if #player.walkAnimFrames < frame then frame = 1 player.animPos = player.animPos - #player.walkAnimFrames end player.curFrame = frame end else if 0 < player.vel.y then player.curFrame = 6 elseif player.vel.y < 0 then player.curFrame = 5 end end -- Draw rect. 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.width = -src.width end RL.DrawTexturePro( tex, src, dst, { 0, 0 }, 0.0, RL.WHITE ) end function RL.draw() RL.ClearBackground( RL.RED ) RL.BeginTextureMode( framebuffer ) drawMap() 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 ) end