New bullet instantiation method

This commit is contained in:
Marco Giacomelli 2024-04-24 17:06:19 +02:00
commit cc921f9ade
4 changed files with 121 additions and 84 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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@ -69,14 +69,14 @@ L-AAMAD--4If-wEAzPEd6A9AAA1ADxcACxoIBggQAgMQBQAGAAgASRcAJggJUP--CfEX-gn8F-4J
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:: sfx/.info.pod
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MG5pbA==
:: main.lua
--[[pod_format="raw",created="2024-04-04 07:19:33",modified="2024-04-24 09:11:03",revision=754]]
--[[pod_format="raw",created="2024-04-04 07:19:33",modified="2024-04-24 15:06:12",revision=800]]
include("/cirnofarm/src/game.lua")
:: .info.pod
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View file

@ -2,6 +2,7 @@
--include("/cirnofarm/src/actor.lua")
local weapons_manager = require(make_path("weapons"))
local map_manager = require(make_path("map"))
last_coll=0
mouse_debug = true
@ -198,13 +199,13 @@ function check_collision(x,y,w,h)
for i=x,x+w,w do
if (is_tile_solid(i,y) or is_tile_solid(i,y+h)) then
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 (is_tile_solid(x,i) or is_tile_solid(x+w,i)) then
if (map_manager.is_tile_solid(x,i) or map_manager.is_tile_solid(x+w,i)) then
collide = collide or true
end
end
@ -212,27 +213,6 @@ function check_collision(x,y,w,h)
return collide
end
function get_layer_tile(x,y,layer)
return get(fetch"map/0.map"[layer].bmp,x,y)
end
function is_tile(tile_type,x,y)
--local tile = mget(x/tile_width,y/tile_height)
local tile = get_layer_tile(x/tile_width,y/tile_height,3)
local has_flag = fget(tile,tile_type)
--last_coll = fget(tile)
return has_flag
end
function is_tile_solid(x,y)
return is_tile(1,x,y) == 1
end
function can_move(x,y)
return is_tile(0,x,y)
end
function cmap(o)
local ct=false
local cb=false

28
src/map.lua Normal file
View file

@ -0,0 +1,28 @@
M = {}
local tile_width = 16
local tile_height = 16
local current_map = "0"
function get_layer_tile(x,y,layer)
return get(fetch("map/".. current_map .. ".map")[layer].bmp,x,y)
end
function is_tile(tile_type,x,y)
--local tile = mget(x/tile_width,y/tile_height)
local tile = get_layer_tile(x/tile_width,y/tile_height,3)
local has_flag = fget(tile,tile_type)
--last_coll = fget(tile)
return has_flag
end
function M.is_tile_solid(x,y)
return is_tile(1,x,y) == 1
end
function M.can_move(x,y)
return is_tile(0,x,y)
end
return M

View file

@ -22,27 +22,61 @@ bullet = {
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
-- 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
}
bullet.__index = bullet
function bullet:new(x, y, dx, dy)
local o = setmetatable({}, bullet)
o.x = x
o.y = y
o.dx = dx
o.dy = dy
--o.life = 100
--o.spriteIndex = 80
--o.destroy_sprite_index = 66
--o.damage = 1
return o
end
function bullet:check_collision()
--
end
function bullet:update()
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()
end
function bullet:draw()
spr(self.spriteIndex,self.x,self.y)
end
function M.create_bullet(new_x, new_y, dir_x, dir_y)
-- Calculate the length of the direction vector
@ -52,45 +86,40 @@ function M.create_bullet(new_x, new_y, dir_x, dir_y)
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
local b = bullet:new(new_x, new_y, normalized_dir_x * 2, normalized_dir_y * 2)
--add(bullets, b)
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
-- 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.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