(local util (require :lib.util)) (local dim (require :game.dim)) (local {: direct : move} (util.require :game.entity)) (local {: edge : edge-crosses : vec*} (util.require :game.helpers)) (local map (require :game.tilemap)) (local bomberman (util.hot-table ...)) (set bomberman.keymap {:up :w :down :s :left :a :right :d :bomb :x}) (fn bomberman.draw [entity] (love.graphics.setColor 0.2 0.2 0.2) (love.graphics.circle :fill (. entity.pos 1) (. entity.pos 2) (/ dim.tilesize 2))) (fn tile-at [x y rules] (-?> [x y] (map.world-to-tile) (rules.tile-at))) (fn bomberman.collides? [[x y] rules] (let [tile (tile-at x y rules)] (and tile (or tile.bomb tile.wall)))) (fn bomberman.tile-edge [c dc] (let [tc (math.floor (/ c dim.tilesize)) cfloor (* tc dim.tilesize)] (if (= dc 0) c (> dc 0) (- cfloor dim.halftile) (+ cfloor dim.tilesize dim.halftile)))) ; Collision model for Bomberman works like this (in order): ; * if the moving edge is NOT crossing over a tile boundary, allow the movement ; * if there is no solid tile in in front of Bomberman, allow the movement ; * if there are two solid tiles in front of Bomberman, push Bomberman back onto ; the tile boundary ; * if there is one solid and one empty tile in front of Bomberman, push Bomberman ; back onto the tile boundary, and push Bomberman towards the empty tile in the ; other axis ; repeat for both x and y axis ; TODO: do we add the two vectors? is it acceptable that diagonal movement is faster? (fn horizontal [x y] (fn [dx dy] [(+ x dx) (+ y dy)])) (fn vertical [x y] (fn [dy dx] [(+ x dx) (+ y dy)])) (fn bomberman.axis-movement [off c copp dc rules] (let [d (fn [cnew] (- cnew c)) (edge-prev edge-next) (edge c dc dim.halftile) crosses (edge-crosses edge-prev edge-next dim.tilesize) neg-collides (bomberman.collides? (off (d edge-next) (- dim.halftile)) rules) pos-collides (bomberman.collides? (off (d edge-next) (- dim.halftile 0.01)) rules) dc-edge (d (bomberman.tile-edge edge-next dc)) dcopp (math.abs dc)] (if (not crosses) [dc 0] (and (not neg-collides) (not pos-collides)) [dc 0] (and neg-collides pos-collides) [dc-edge 0] neg-collides [dc-edge (math.min dcopp (- (bomberman.tile-edge (+ copp dim.tilesize (- dim.halftile 0.01)) 1) copp))] pos-collides [dc-edge (math.max (- dcopp) (- (bomberman.tile-edge (- copp dim.tilesize dim.halftile) -1) copp))]))) (fn bomberman.update [entity dt rules] (set entity.vel (direct bomberman.keymap (* dim.tilesize 3))) (let [[x y] entity.pos [dx dy] (vec* entity.vel dt) [dx1 dy1] (bomberman.axis-movement (horizontal x y) x y dx rules) [dy2 dx2] (bomberman.axis-movement (vertical x y) y x dy rules) [dx dy] (if (not= dx 0) [dx1 dy1] [dx2 dy2])] (set entity.pos [(+ x dx) (+ y dy)])) (when (love.keyboard.isDown bomberman.keymap.bomb) (rules.place-bomb (map.world-to-tile entity.pos)))) (fn bomberman.new [pos] {: pos :vel [0 0] :draw #(bomberman.draw $...) :update #(bomberman.update $...)}) bomberman.hot