bomberpac/game/entities/pacman.fnl

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(local util (require :lib.util))
(local dim (require :game.dim))
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(local {: defmethod} (util.require :lib.multimethod))
(local {: direct : draw : update} (util.require :game.entity))
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(local {: vec*} (util.require :game.helpers))
(local map (require :game.tilemap))
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(local pacman (util.hot-table ...))
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(set pacman.keymap {:up :up :down :down :left :left :right :right})
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(defmethod draw :pacman (fn [{:pos [x y] :vel [dx dy]}]
(let [mouthsize-max (if (and (= dx 0) (= dy 0)) 0 (/ math.pi 4))
mouthsize-ratio (math.abs (math.sin (* (love.timer.getTime) 16)))
mouthsize (* mouthsize-max mouthsize-ratio)
anglestart (if (< dx 0) math.pi
(> dx 0) 0
(> dy 0) (/ math.pi 2)
(+ math.pi (/ math.pi 2)))
angle1 (+ anglestart mouthsize)
angle2 (+ anglestart math.pi math.pi (- mouthsize))]
(love.graphics.setColor 1 1 0)
(love.graphics.arc :fill x y dim.halftile angle1 angle2))))
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; Pacman movement and collision rules
; * Pacman moves in the direction he was told until stopped by a wall
; * If the player tells Pacman to change direction but there is a wall there,
; Pacman's direction does not change
; * Turning a corner is funky:
; https://www.gamasutra.com/view/feature/132330/the_pacman_dossier.php?page=4
; "Whenever Pac-Man makes a pre-turn or post-turn, his orientation changes, and he starts to
; move one pixel in his new direction for every pixel traveled in his old direction, effectively
; doubling his speed as he moves at a 45 degree angle. Once he reaches the centerline of the new
; direction's path, he starts moving purely in that direction and his speed returns to normal."
; The simplest way to implement this appears to be to treat turns as having a "fudge factor" -
; Pacman enters a state where he changes direction _and_ is being pulled towards the center of
; the track. (The "post-turn" correction means we can't simply treat this as the corners having
; their edges filed off!)
; I think Bomberman actually does this too
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(defmethod update :pacman (fn [entity dt rules]
(let [[dx dy] entity.vel
[dxkey dykey] (direct pacman.keymap (* dim.tilesize 4))
turn-attempted (and (or (not= dxkey 0) (not= dykey 0))
(or (not= dxkey dx) (not= dykey dy)))]
(when turn-attempted
(set entity.vel [dxkey dykey])))))
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(fn pacman.new [pos]
{: pos :vel [0 0] :entity :pacman})
pacman.hot