multibucket, better collisions
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a7bb98983c
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945614d3b4
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@ -39,7 +39,7 @@
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(tbl.extend state
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{:bomber {:x 200}
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:bombs []
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:bucket {:x 200 :count 3}
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:bucket {:count 3}
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:level 1
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:state :waiting
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:scene :ingame}))
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@ -77,9 +77,15 @@
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xoffset (/ bucketw 2)
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buckety 200
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image (make-image bucketw bucketh #(gfx.drawRoundRect 0 0 bucketw bucketh radius))]
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(defsprite :bucket #(doto $1 (with-image image 0.5 0) (with-collision 1 2)))
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(draw:defmethod :bucket (fn [_ {: x}]
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(doto (sprite :bucket) (: :moveTo x buckety)))))
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(defsprite :bucket #(doto $1 (with-image image 0.5 0) (with-collision 1 2))))
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(fn lose-life [ctx]
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(let [count ctx.bucket.count]
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(set ctx.bucket.count (- count 1))
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(cache.destroy :bucket count)
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(destroy-all :bombs ctx)
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(set ctx.bombs [])
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(set ctx.state :waiting)))
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(update:defmethod :bucket (fn [_ bucket]
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(let [crank (playdate.getCrankPosition)
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@ -88,11 +94,9 @@
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(> ratio 1) 1
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ratio)
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x (* (/ (+ ratio 1) 2) screenw)]
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(set bucket.x x))
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(let [collisions (: (sprite :bucket) :overlappingSprites)]
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(each [_ spr (ipairs collisions)]
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(print "poof")
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(set spr.bomb.defused true)))))
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(for [ibucket 1 bucket.count]
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(let [buckety (- 220 (* (- ibucket 1) 25))]
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(doto (sprite :bucket ibucket) (: :moveTo x buckety)))))))
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(fn drop-bomb [ctx]
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(table.insert ctx.bombs {:x ctx.bomber.x :y 30}))
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@ -105,22 +109,24 @@
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(update:defmethod :bomber (fn [_ _ _ ctx]
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(when (playdate.buttonJustPressed :a)
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(set ctx.state :bombing)
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(drop-bomb ctx))))
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(drop-bomb ctx))
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(when (playdate.buttonJustPressed :b)
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(set ctx.bucket.count 3))))
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(gfx.sprite.setBackgroundDrawingCallback #(gfx.drawLine 0 33 screenw 33))
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(let [image (make-image 14 14 #(gfx.fillCircleAtPoint 7 7 7))]
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(defsprite :bombs #(doto $1 (with-image image 0.5 0.5) (with-collision 2 1) (tset :bomb $3)))
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(draw:defmethod :bombs (fn [_ {: x : y &as bomb}]
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(doto (sprite :bombs bomb) (: :moveTo x y)))))
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(defsprite :bombs #(doto $1 (with-image image 0.5 0.5) (with-collision 2 1) (tset :bomb $3))))
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(fn bombspeed [ctx] (+ ctx.level 5))
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(fn bombspeed [ctx] (+ ctx.level 3))
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(update:defmethod :bombs (fn [_ bomb ibomb ctx]
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(when (= ctx.state :bombing)
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(set bomb.y (+ bomb.y (bombspeed ctx)))
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(when (or (> bomb.y screenh) bomb.defused)
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(destroy-item :bombs bomb ctx ibomb)))))
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(let [spr (doto (sprite :bombs bomb) (: :moveTo bomb.x bomb.y))
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(_ y _ count) (spr:moveWithCollisions bomb.x (+ bomb.y (bombspeed ctx)))]
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(if (> count 0) (destroy-item :bombs bomb ctx ibomb)
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(> y screenh) (lose-life ctx)
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(set bomb.y y))))))
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(fn scene-update [keys ctx]
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(do-to-children keys update ctx)
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