Converted cirno to movable object

This commit is contained in:
MaddoScientisto 2024-04-26 14:52:31 +02:00
commit 81a8c11823
5 changed files with 76 additions and 186 deletions

View file

@ -6,7 +6,7 @@ version 2
:: sfx/
:: gfx/0.gfx
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@ -48,34 +48,35 @@ CAYAgRAIABhQGFAYCgAEFgA-OAAINwEfDzIA----------------------------------------
----w1A9MTF9fQ==
:: gfx/.info.pod
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MG5pbA==
:: map/0.map
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:: map/.info.pod
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MG5pbA==
:: sfx/0.sfx
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@ -84,14 +85,14 @@ L-AAMAD--4If-wEAzPEd6A9AAA1ADxcACxoIBggQAgMQBQAGAAgASRcAJggJUP--CfEX-gn8F-4J
8HArAF-_sPBwBAgA-9wf-wEAl1D-----Hw==
:: sfx/.info.pod
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MG5pbA==
:: main.lua
--[[pod_format="raw",created="2024-04-04 07:19:33",modified="2024-04-26 12:22:40",revision=1022]]
--[[pod_format="raw",created="2024-04-04 07:19:33",modified="2024-04-26 12:52:16",revision=1036]]
include("/cirnofarm/src/game.lua")
:: .info.pod
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View file

@ -3,6 +3,7 @@
local weapons_manager = require(make_path("weapons"))
local map_manager = require(make_path("map"))
local MovableActor = require(make_path("movable_actor"))
last_coll=0
mouse_debug = true
@ -11,6 +12,29 @@ h=300
asdf = {top=0, side=1}
LAYERS_COUNT=4
local Cirno = MovableActor:new()
Cirno.spriteIndex = 65
Cirno.crosshair_index=82
function Cirno:update()
if (btn(0)) self.move_x -= self.speed self.hflip = true
if (btn(1)) self.move_x += self.speed self.hflip = false
if (btn(2)) self.move_y -= self.speed
if (btn(3)) self.move_y += self.speed
self:move()
if (btn(4)) then
--create_bullet(self.x,self.y,self.move_x,self.move_Y)
weapons_manager.create_bullet(self.x+8,self.y+8,self.move_x,self.move_y)
end
end
function Cirno:draw()
spr(self.spriteIndex,self.x,self.y, self.hflip)
draw_crosshair(self)
end
function draw_crosshair(self)
local radius = 20 -- Adjust the radius of the crosshair as needed
@ -24,170 +48,24 @@ function draw_crosshair(self)
--circfill(crosshair_x, crosshair_y, 2, 7) -- Adjust the size and color as needed
end
function cirno_init()
--bullets={}
player={}
local cirnoInstance = {
x=128,
y=128,
w=16,
h=16,
speed=0.05,
hflip=false,
spriteIndex=65,
crosshair_index=82,
move_x=0,
move_y=0,
noclip=false,
cm=true, -- Collide with map tiles
cb=true, -- Collide with world bounds
draw=function(self)
spr(self.spriteIndex,self.x,self.y, self.hflip)
print(string.format("x:%.2f y:%.2f mx:%.2f my:%.2f",self.x,self.y,
self.move_x,self.move_y),0,0,1)
draw_crosshair(self)
--print(string.format("dir_x:%.4f dir_y:%.4f",self.
end,
update=function(self)
self.move_character(self)
-- Shoot bullet with Z
if (btn(4)) then
--create_bullet(self.x,self.y,self.move_x,self.move_Y)
weapons_manager.create_bullet(self.x+8,self.y+8,self.move_x,self.move_y)
end
end,
move_character=function(self)
local hitbox_x = 4
local hitbox_y = 8
local hitbox_w = 6
local hitbox_h = 8
--self.move_x = self.x
--self.move_y = self.y
if (btn(0)) self.move_x -= self.speed self.hflip = true
if (btn(1)) self.move_x += self.speed self.hflip = false
if (btn(2)) self.move_y -= self.speed
if (btn(3)) self.move_y += self.speed
if (check_collision(self.x+self.move_x+hitbox_x,
self.y+hitbox_y,
hitbox_w,
hitbox_h)) then
if (not self.noclip) then self.move_x = 0 end
end
if (check_collision(self.x+hitbox_x,
self.y+self.move_y+hitbox_y,
hitbox_w,
hitbox_h)) then
if (not self.noclip) then self.move_y = 0 end
end
self.move_x *= 0.95
self.move_y *= 0.95
self.x += self.move_x
self.y += self.move_y
end
}
add(player, cirnoInstance)
return cirnoInstance
end
function cirno_draw()
--cls(0)
--drawMap()
--debug_mouse()
for p in all(player) do
p:draw()
end
print(string.format("%.4f %dfps",stat(1),stat(7)),2,16,5)
end
function cirno_update()
for p in all(player) do
p:update()
end
end
function check_collision(x,y,w,h)
local collide = false
for i=x,x+w,w do
if (map_manager.is_tile_solid(i,y) or map_manager.is_tile_solid(i,y+h)) then
collide = collide or true
end
end
for i=y,y+h do
if (map_manager.is_tile_solid(x,i) or map_manager.is_tile_solid(x+w,i)) then
collide = collide or true
end
end
return collide
end
function cmap(o)
local ct=false
local cb=false
-- if colliding with map tiles
if(o.cm) then
local x1=o.x/tile_width
local y1=o.y/tile_height
local x2=(o.x+tile_width-1)/tile_width
local y2=(o.y+tile_height-1)/tile_height
local a=fget(mget(x1,y1),1)
local b=fget(mget(x1,y2),1)
local c=fget(mget(x2,y2),1)
local d=fget(mget(x2,y1),1)
ct=a or b or c or d
end
-- if colliding world bounds
if(o.cw) then
cb=(o.x<0 or o.x+tile_width>w or
o.y<0 or o.y+tile_height>h)
end
return ct or cb
end
M = {}
function M.init()
return cirno_init()
--return cirno_init()
local c = Cirno:new(128,128)
return c
end
function M.update()
return cirno_update()
end
-- function M.update()
-- return cirno_update()
-- end
function M.draw()
return cirno_draw()
end
-- function M.draw()
-- return cirno_draw()
-- end
function M.get()
return player[1]
end
-- function M.get()
-- return player[1]
-- end
return M

View file

@ -51,7 +51,7 @@ end
--local strawberry = require(make_path("strawberry"))
--strawberry.func()
local cirno = require(make_path("cirno"))
local Cirno = require(make_path("cirno"))
local mouse_debug = require(make_path("mouse_debug"))
local map_manager = require(make_path("map"))
local weapons_manager = require(make_path("weapons"))
@ -63,11 +63,12 @@ tile_height = 16
function _init()
spawn_objects()
cirnoInstance = cirno.init()
cirnoInstance = Cirno.init()
add(actors,cirnoInstance)
end
function _update()
cirno.update()
--cirno.update()
weapons_manager.update()
@ -106,7 +107,7 @@ function _draw()
weapons_manager.debug_draw()
print(string.format("Actors: %d", count(actors)),0,32+8)
print(string.format("%.4f %dfps",stat(1),stat(7)),2,16,5)
end
function spawn_objects()
@ -142,7 +143,7 @@ function render_layer(layer)
if (layer.render_objects) then
-- Render all objects here
cirno.draw()
--cirno.draw()
weapons_manager.draw()

View file

@ -10,6 +10,8 @@ MovableActor.noclip=false
MovableActor.collide_map=true
MovableActor.collide_actors=true
MovableActor.collide_bounds=true
MovableActor.friction_x=0.95
MovableActor.friction_y=0.95
function MovableActor:draw()
spr(self.spriteIndex,self.x,self.y, self.hflip)
@ -42,8 +44,8 @@ function MovableActor:move()
end
end
self.move_x *= 0.95
self.move_y *= 0.95
self.move_x *= self.friction_x
self.move_y *= self.friction_y
self.x += self.move_x
self.y += self.move_y

View file

@ -6,4 +6,12 @@ Strawberry.collide_map=false
Strawberry.collide_actors=false
Strawberry.collide_bounds=false
function Strawberry:update()
if (btn(5)) then
self.move_x = 1
end
self:move()
end
return Strawberry