Refactoring and weapons class

This commit is contained in:
Marco Giacomelli 2024-04-24 11:11:16 +02:00
commit c33488fabd
4 changed files with 240 additions and 134 deletions

View file

@ -6,7 +6,7 @@ version 2
:: sfx/
:: gfx/0.gfx
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@ -38,11 +38,11 @@ EAfwBAcQByAHMAeAQgAdkAgAOAAIAAgwCAYAgRAIABhQGFAYCgAEFgA-OAAINwEfDzIA--------
------------------------------------w1A9MTF9fQ==
:: gfx/.info.pod
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MG5pbA==
:: map/0.map
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BAAjD9cg-----------FTGJhY2vXIA9uEBFQbT0xfX0=
:: map/.info.pod
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MG5pbA==
:: sfx/0.sfx
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@ -69,86 +69,16 @@ 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="2024-04-23 21:05:45",revision=712]]
--cd("/cirnofarm/src")
--include("/cirnofarm/src/cirno.lua")
function make_path(name)
local base_path = "/cirnofarm/src/" -- Change this when releasing
return base_path .. name
end
local _modules = {}
function loadfile (filename)
local src = fetch(filename)
if (type(src) ~= "string") then
notify("could not include "..filename)
stop()
return
end
-- https://www.lua.org/manual/5.4/manual.html#pdf-load
-- chunk name (for error reporting), mode ("t" for text only -- no binary chunk loading), _ENV upvalue
-- @ is a special character that tells debugger the string is a filename
local func,err = load(src, "@"..filename, "t", _ENV)
-- syntax error while loading
if (not func) then
send_message(3, {event="report_error", content = "*syntax error"})
send_message(3, {event="report_error", content = tostr(err)})
stop()
return
end
return func
end
function require(name)
local already_imported = _modules[name]
if already_imported ~= nil then
return already_imported
end
local filename = fullpath(name:gsub ('%.', '/') ..'.lua')
local func = loadfile (filename)
local module = func(name)
_modules[name]=module
return module
end
--local strawberry = require(make_path("strawberry"))
--strawberry.func()
local cirno = require(make_path("cirno"))
local mouse_debug = require(make_path("mouse_debug"))
tile_width = 16
tile_height = 16
function _init()
cirno.init()
end
function _update()
cirno.update()
end
function _draw()
cirno.draw()
mouse_debug.draw(3, tile_width, tile_height)
end
--[[pod_format="raw",created="2024-04-04 07:19:33",modified="2024-04-24 09:11:03",revision=754]]
include("/cirnofarm/src/game.lua")
:: .info.pod
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:: [eoc]

View file

@ -1,6 +1,8 @@
--[[pod_format="raw",created="2024-04-14 14:05:11",modified="2024-04-23 21:05:44",revision=395]]
--include("/cirnofarm/src/actor.lua")
local weapons_manager = require(make_path("weapons"))
last_coll=0
mouse_debug = true
w=480
@ -15,45 +17,45 @@ LAYERS = {
{index=1, name="objects", render=false, render_objects=false, spawn_objects=true}
}
function create_bullet(new_x, new_y, dir_x, dir_y)
-- function create_bullet(new_x, new_y, dir_x, dir_y)
-- Calculate the length of the direction vector
local length = sqrt(dir_x^2 + dir_y^2)
-- -- Calculate the length of the direction vector
-- local length = sqrt(dir_x^2 + dir_y^2)
-- Normalize the direction vector
local normalized_dir_x = dir_x / length
local normalized_dir_y = dir_y / length
-- -- Normalize the direction vector
-- local normalized_dir_x = dir_x / length
-- local normalized_dir_y = dir_y / length
add(bullets, {
x=new_x,
y=new_y,
dx=normalized_dir_x * 2,
dy=normalized_dir_y * 2,
spriteIndex=80,
destroy_sprite_index=66,
life=100,
draw=function(self)
--pset(self.x,self.y,8)
spr(self.spriteIndex,self.x,self.y)
end,
update=function(self)
self.x+=self.dx
self.y+=self.dy
-- add(bullets, {
-- x=new_x,
-- y=new_y,
-- dx=normalized_dir_x * 2,
-- dy=normalized_dir_y * 2,
-- spriteIndex=80,
-- destroy_sprite_index=66,
-- life=100,
-- draw=function(self)
-- --pset(self.x,self.y,8)
-- spr(self.spriteIndex,self.x,self.y)
-- end,
-- update=function(self)
-- self.x+=self.dx
-- self.y+=self.dy
self.life-=1
if self.life<0 then
del(bullets,self)
-- TODO: Create particle
end
-- self.life-=1
-- if self.life<0 then
-- del(bullets,self)
-- -- TODO: Create particle
-- end
self.check_collision(self)
end,
check_collision=function(self)
-- If Collide with wall destroy self and create particle
-- self.check_collision(self)
-- end,
-- check_collision=function(self)
-- -- If Collide with wall destroy self and create particle
end
})
end
-- end
-- })
-- end
function draw_crosshair(self)
local radius = 20 -- Adjust the radius of the crosshair as needed
@ -69,7 +71,7 @@ end
function cirno_init()
bullets={}
--bullets={}
player={}
add(player, {
@ -88,8 +90,8 @@ function cirno_init()
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 blts:%s",self.x,self.y,
self.move_x,self.move_y,count(bullets)),0,0,1)
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.
@ -97,10 +99,10 @@ function cirno_init()
update=function(self)
self.move_character(self)
-- Shoot bullet
-- Shoot bullet with Z
if (btn(4)) then
--create_bullet(self.x,self.y,self.move_x,self.move_Y)
create_bullet(self.x+8,self.y+8,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)
@ -153,7 +155,7 @@ function cirno_draw()
print(string.format("%.4f %dfps",stat(1),stat(7)),2,16,5)
weapons_manager.debug_draw()
end
function render_layer(layer)
@ -167,9 +169,11 @@ function render_layer(layer)
p:draw()
end
for b in all(bullets) do
b:draw()
end
weapons_manager.draw()
-- for b in all(bullets) do
-- b:draw()
-- end
end
end
@ -185,9 +189,8 @@ function cirno_update()
p:update()
end
for b in all(bullets) do
b:update()
end
weapons_manager.update()
end
function check_collision(x,y,w,h)

View file

@ -1,15 +1,71 @@
--[[pod_format="raw",created="2024-04-14 13:41:07",modified="2024-04-14 14:05:57",revision=2]]
include("cirno.lua")
--cd("/cirnofarm/src")
--include("/cirnofarm/src/cirno.lua")
function make_path(name)
local base_path = "/cirnofarm/src/" -- Change this when releasing
return base_path .. name
end
local _modules = {}
function loadfile (filename)
local src = fetch(filename)
if (type(src) ~= "string") then
notify("could not include "..filename)
stop()
return
end
-- https://www.lua.org/manual/5.4/manual.html#pdf-load
-- chunk name (for error reporting), mode ("t" for text only -- no binary chunk loading), _ENV upvalue
-- @ is a special character that tells debugger the string is a filename
local func,err = load(src, "@"..filename, "t", _ENV)
-- syntax error while loading
if (not func) then
send_message(3, {event="report_error", content = "*syntax error"})
send_message(3, {event="report_error", content = tostr(err)})
stop()
return
end
return func
end
function require(name)
local already_imported = _modules[name]
if already_imported ~= nil then
return already_imported
end
local filename = fullpath(name:gsub ('%.', '/') ..'.lua')
local func = loadfile (filename)
local module = func(name)
_modules[name]=module
return module
end
--local strawberry = require(make_path("strawberry"))
--strawberry.func()
local cirno = require(make_path("cirno"))
local mouse_debug = require(make_path("mouse_debug"))
tile_width = 16
tile_height = 16
function _init()
cirno_init()
cirno.init()
end
function _update()
cirno_update()
cirno.update()
end
function _draw()
cls(0)
cirno_draw()
cirno.draw()
mouse_debug.draw(3, tile_width, tile_height)
end

117
src/weapons.lua Normal file
View file

@ -0,0 +1,117 @@
--[[pod_format="raw",created="2024-04-24 07:17:14",modified="2024-04-24 08:16:10",revision=9]]
M = {}
local weapons = {}
local bullets = {}
weapon = {
name = "Ice Blaster",
rate_of_fire = 0.2,
shoot=function(self)
end
}
bullet = {
x=0,
y=0,
dx=0,
dy=0,
spriteIndex=80,
destroy_sprite_index=66,
life=100,
damage=1,
draw=function(self)
--pset(self.x,self.y,8)
spr(self.spriteIndex,self.x,self.y)
end,
update=function(self)
self.x+=self.dx
self.y+=self.dy
self.life-=1
if self.life<0 then
del(bullets,self)
-- TODO: Create particle
end
self.check_collision(self)
end,
check_collision=function(self)
-- If Collide with wall destroy self and create particle
end
}
function M.create_bullet(new_x, new_y, dir_x, dir_y)
-- Calculate the length of the direction vector
local length = sqrt(dir_x^2 + dir_y^2)
-- Normalize the direction vector
local normalized_dir_x = dir_x / length
local normalized_dir_y = dir_y / length
b = bullet
b.life = 100
b.x = new_x
b.y = new_y
b.dx = normalized_dir_x * 2
b.dy = normalized_dir_y * 2
--add(bullets, b)
add(bullets, {
x=new_x,
y=new_y,
dx=normalized_dir_x * 2,
dy=normalized_dir_y * 2,
spriteIndex=80,
destroy_sprite_index=66,
life=100,
damage=1,
draw=function(self)
--pset(self.x,self.y,8)
spr(self.spriteIndex,self.x,self.y)
end,
update=function(self)
self.x+=self.dx
self.y+=self.dy
self.life-=1
if self.life<0 then
del(bullets,self)
-- TODO: Create particle
end
self.check_collision(self)
end,
check_collision=function(self)
-- If Collide with wall destroy self and create particle
end
})
end
function M.init()
end
function M.draw()
for b in all(bullets) do
b:draw()
end
end
function M.update()
for b in all(bullets) do
b:update()
end
end
function M.debug_draw()
print(string.format("Bullets: %d", count(bullets)), 0,32,1)
end
return M