animate pacman

This commit is contained in:
Jeremy Penner 2021-04-11 22:01:34 -04:00
parent 856d6400f5
commit ab69260091
2 changed files with 22 additions and 4 deletions

View file

@ -2,14 +2,24 @@
(local dim (require :game.dim))
(local {: defmethod} (util.require :lib.multimethod))
(local {: direct : draw : update} (util.require :game.entity))
(local {: vec*} (util.require :game.helpers))
(local map (require :game.tilemap))
(local pacman (util.hot-table ...))
(set pacman.keymap {:up :up :down :down :left :left :right :right})
(defmethod draw :pacman (fn [{:pos [x y]}]
(love.graphics.setColor 1 1 0)
(love.graphics.circle :fill x y dim.halftile)))
(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))))
; Pacman movement and collision rules
; * Pacman moves in the direction he was told until stopped by a wall
@ -27,6 +37,13 @@
; their edges filed off!)
; I think Bomberman actually does this too
(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])))))
(fn pacman.new [pos]
{: pos :vel [0 0] :entity :pacman})

View file

@ -10,11 +10,12 @@
(local map (require :game.tilemap))
(local tile (require :game.tiles))
(local bomberman (require :game.entities.bomberman))
(local pacman (require :game.entities.pacman))
(local rules (require :game.rules))
(modes:register :game gamemode)
(set state.entities [(bomberman.new [48 48])])
(set state.entities [(bomberman.new [48 48]) (pacman.new [112 112])])
(set state.map (map.new-tilemap 28 31 tile.bombertile (tile.itile-named tile.bombertile :empty)))
(set state.bombs (map.new-entitymap state.map.w state.map.h))
(rules.generate-maze state.map)