animate pacman
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@ -2,14 +2,24 @@
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(local dim (require :game.dim))
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(local {: defmethod} (util.require :lib.multimethod))
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(local {: direct : draw : update} (util.require :game.entity))
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(local {: vec*} (util.require :game.helpers))
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(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]}]
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(love.graphics.setColor 1 1 0)
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(love.graphics.circle :fill x y dim.halftile)))
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(defmethod draw :pacman (fn [{:pos [x y] :vel [dx dy]}]
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(let [mouthsize-max (if (and (= dx 0) (= dy 0)) 0 (/ math.pi 4))
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mouthsize-ratio (math.abs (math.sin (* (love.timer.getTime) 16)))
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mouthsize (* mouthsize-max mouthsize-ratio)
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anglestart (if (< dx 0) math.pi
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(> dx 0) 0
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(> dy 0) (/ math.pi 2)
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(+ math.pi (/ math.pi 2)))
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angle1 (+ anglestart mouthsize)
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angle2 (+ anglestart math.pi math.pi (- mouthsize))]
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(love.graphics.setColor 1 1 0)
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(love.graphics.arc :fill x y dim.halftile angle1 angle2))))
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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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@ -27,6 +37,13 @@
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; their edges filed off!)
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; I think Bomberman actually does this too
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(defmethod update :pacman (fn [entity dt rules]
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(let [[dx dy] entity.vel
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[dxkey dykey] (direct pacman.keymap (* dim.tilesize 4))
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turn-attempted (and (or (not= dxkey 0) (not= dykey 0))
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(or (not= dxkey dx) (not= dykey dy)))]
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(when turn-attempted
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(set entity.vel [dxkey dykey])))))
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(fn pacman.new [pos]
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{: pos :vel [0 0] :entity :pacman})
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@ -10,11 +10,12 @@
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(local map (require :game.tilemap))
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(local tile (require :game.tiles))
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(local bomberman (require :game.entities.bomberman))
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(local pacman (require :game.entities.pacman))
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(local rules (require :game.rules))
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(modes:register :game gamemode)
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(set state.entities [(bomberman.new [48 48])])
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(set state.entities [(bomberman.new [48 48]) (pacman.new [112 112])])
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(set state.map (map.new-tilemap 28 31 tile.bombertile (tile.itile-named tile.bombertile :empty)))
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(set state.bombs (map.new-entitymap state.map.w state.map.h))
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(rules.generate-maze state.map)
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