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package.path = package.path..";"..RL.GetBasePath().."../resources/lib/?.lua"
Util = require( "utillib" )
Vec2 = require( "vector2" )
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 = {
{ 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 },
},
}
local player = {
vel = Vec2:new( 0, 0 ),
pos = Vec2:new( 32, 32 ), -- Center bottom.
colRect = { 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 },
},
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 = Util.tableClone( 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[1] = vPos.x - vRect[3] / 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
if 0 < entity.vel.x then
if isTileWall( Vec2:new( tileRect[3], y ) ) then
-- Use new_x to push out of tile.
local new_x = tileRect[3] * TILE_SIZE - ( entity.colRect[1] + entity.colRect[3] )
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]
entity.vel.x = new_x + tinyGap
break
end
end
end
-- Calculate new tileRect for y.
vRect[1] = entity.colRect[1] -- Reset to non predicted one.
vRect[2] = vPos.y - vRect[4]
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 x = tileRect[1], tileRect[3] 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] )
-- 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[2] ) ) then
local new_y = ( tileRect[2] * TILE_SIZE + TILE_SIZE ) - entity.colRect[2]
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[1] = player.pos.x - player.colRect[3] / 2
player.colRect[2] = player.pos.y - player.colRect[4]
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 = Util.tableClone( player.frames[ player.curFrame ] )
local dst = {
player.pos.x - src[3] / 2,
player.pos.y - src[4],
src[3],
src[4],
}
if player.facing < 0 then
src[3] = -src[3]
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( framebuffer, { 0, 0, res.x, -res.y }, { 0, 0, winSize.x, winSize.y }, { 0, 0 }, 0.0, RL.WHITE )
RL.glBlitFramebuffer( framebuffer, -1, res, winSize, RL.GL_COLOR_BUFFER_BIT, RL.GL_NEAREST )
end
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