Bomberman movement cleanup, notes on pacman movement
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@ -35,31 +35,32 @@
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; * if there is one solid and one empty tile in front of Bomberman, push Bomberman
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; back onto the tile boundary, and push Bomberman towards the empty tile in the
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; other axis
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; repeat for both x and y axis
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; TODO: do we add the two vectors? is it acceptable that diagonal movement is faster?
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(fn horizontal [x y] (fn [dx dy] [(+ x dx) (+ y dy)]))
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(fn vertical [x y] (fn [dy dx] [(+ x dx) (+ y dy)]))
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(fn bomberman.axis-movement [off c copp dc rules]
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(let [d (fn [cnew] (- cnew c))
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(edge-prev edge-next) (edge c dc dim.halftile)
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; Movement only happens along one axis; diagonal movement is not allowed.
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(fn horizontal [c copp] [c copp])
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(fn vertical [c copp] [copp c])
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(fn bomberman.axis-movement [make-xy c copp dc rules]
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(let [(edge-prev edge-next) (edge c dc dim.halftile)
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crosses (edge-crosses edge-prev edge-next dim.tilesize)
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neg-collides (bomberman.collides? (off (d edge-next) (- dim.halftile)) rules)
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pos-collides (bomberman.collides? (off (d edge-next) (- dim.halftile 0.01)) rules)
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dc-edge (d (bomberman.tile-edge edge-next dc))
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dcopp (math.abs dc)]
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neg-edge (- copp dim.halftile)
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neg-collides (bomberman.collides? (make-xy edge-next neg-edge) rules)
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pos-edge (+ copp dim.halftile -0.01)
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pos-collides (bomberman.collides? (make-xy edge-next pos-edge) rules)
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dc-edge (- (bomberman.tile-edge edge-next dc) c)
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dcopp (math.abs dc)
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[cn coppn]
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(if (not crosses) [dc 0]
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(and (not neg-collides) (not pos-collides)) [dc 0]
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(and neg-collides pos-collides) [dc-edge 0]
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neg-collides [dc-edge (math.min dcopp (- (bomberman.tile-edge (+ copp dim.tilesize (- dim.halftile 0.01)) 1) copp))]
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pos-collides [dc-edge (math.max (- dcopp) (- (bomberman.tile-edge (- copp dim.tilesize dim.halftile) -1) copp))])))
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neg-collides [dc-edge (math.min dcopp (- (bomberman.tile-edge (+ pos-edge dim.tilesize) 1) copp))]
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pos-collides [dc-edge (math.max (- dcopp) (- (bomberman.tile-edge (- neg-edge dim.tilesize) -1) copp))])]
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(make-xy cn coppn)))
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(fn bomberman.update [entity dt rules]
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(set entity.vel (direct bomberman.keymap (* dim.tilesize 3)))
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(let [[x y] entity.pos
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[dx dy] (vec* entity.vel dt)
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[dx1 dy1] (bomberman.axis-movement (horizontal x y) x y dx rules)
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[dy2 dx2] (bomberman.axis-movement (vertical x y) y x dy rules)
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[dx dy] (if (not= dx 0) [dx1 dy1] [dx2 dy2])]
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[dx dy] (if (not= dx 0) (bomberman.axis-movement horizontal x y dx rules)
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(bomberman.axis-movement vertical y x dy rules))]
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(set entity.pos [(+ x dx) (+ y dy)]))
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(when (love.keyboard.isDown bomberman.keymap.bomb)
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(rules.place-bomb (map.world-to-tile entity.pos))))
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@ -1,9 +1,23 @@
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(local Entity (require :game.entity))
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(local rules (require :game.rules))
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(local util (require :lib.util))
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(local dim (require :game.dim))
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(local Pacman (Entity:extend))
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(set Pacman.keymap {:up :up :down :down :left :left :right :right})
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(set Pacman.color [1 1 0])
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(local map (require :game.tilemap))
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Pacman
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(local pacman (util.hot-table ...))
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; Pacman movement and collision rules
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; * Pacman moves in the direction he was told until stopped by a wall
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; * If the player tells Pacman to change direction but there is a wall there,
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; Pacman's direction does not change
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; * Turning a corner is funky:
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; https://www.gamasutra.com/view/feature/132330/the_pacman_dossier.php?page=4
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; "Whenever Pac-Man makes a pre-turn or post-turn, his orientation changes, and he starts to
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; move one pixel in his new direction for every pixel traveled in his old direction, effectively
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; doubling his speed as he moves at a 45 degree angle. Once he reaches the centerline of the new
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; direction's path, he starts moving purely in that direction and his speed returns to normal."
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; The simplest way to implement this appears to be to treat turns as having a "fudge factor" -
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; Pacman enters a state where he changes direction _and_ is being pulled towards the center of
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; the track. (The "post-turn" correction means we can't simply treat this as the corners having
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; their edges filed off!)
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; I think Bomberman actually does this too
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pacman.hot
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