Bullet particles

This commit is contained in:
MaddoScientisto 2024-04-24 22:53:04 +02:00
commit cd9ec6cc01
4 changed files with 113 additions and 80 deletions

View file

@ -6,61 +6,62 @@ version 2
:: sfx/
:: gfx/0.gfx
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UD0xMX19
:: 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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:: sfx/.info.pod
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MG5pbA==
:: main.lua
--[[pod_format="raw",created="2024-04-04 07:19:33",modified="2024-04-24 15:06:12",revision=800]]
--[[pod_format="raw",created="2024-04-04 07:19:33",modified="2024-04-24 20:52:42",revision=840]]
include("/cirnofarm/src/game.lua")
:: .info.pod
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View file

@ -67,5 +67,5 @@ end
function _draw()
cirno.draw()
mouse_debug.draw(3, tile_width, tile_height)
mouse_debug.draw(4, tile_width, tile_height)
end

View file

@ -9,20 +9,27 @@ 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)
function get_tile_flags(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)
local has_flag = fget(tile)
--last_coll = fget(tile)
return has_flag
end
function M.is_tile_solid(x,y)
return is_tile(1,x,y) == 1
local tile_flags = get_tile_flags(x,y)
return (tile_flags & 1) ~= 0 or (tile_flags & 2) ~=0
end
function M.can_move(x,y)
return is_tile(0,x,y)
function M.is_tile_shoot_solid(x,y)
local tile_flags = get_tile_flags(x,y)
return (tile_flags & 2) ~= 0
end
-- function M.can_move(x,y)
-- return is_tile(0,x,y)
-- end
return M

View file

@ -1,8 +1,11 @@
--[[pod_format="raw",created="2024-04-24 07:17:14",modified="2024-04-24 08:16:10",revision=9]]
--[[pod_format="raw",created="2024-04-24 07:17:14",modified="2024-04-24 20:33:05",revision=11]]
local map_manager = require(make_path("map"))
M = {}
local weapons = {}
local bullets = {}
local particles = {}
weapon = {
name = "Ice Blaster",
@ -13,6 +16,31 @@ weapon = {
}
particle = {
x=0,
y=0,
life=4,
spriteIndex=81
}
particle.__index = particle
function particle:new(x,y)
local o = setmetatable({}, particle)
o.x=x
o.y=y
return o
end
function particle:update()
self.life-=1
if self.life<0 then
del(particles,self)
end
end
function particle:draw()
spr(self.spriteIndex,self.x,self.y)
end
bullet = {
x=0,
y=0,
@ -22,26 +50,6 @@ 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
-- 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
}
bullet.__index = bullet
function bullet:new(x, y, dx, dy)
@ -50,15 +58,25 @@ function bullet:new(x, y, dx, dy)
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:destroy()
-- Create particle
local p = particle:new(self.x, self.y)
add(particles, p)
del(bullets,self)
end
function bullet:check_collision()
--
if (map_manager.is_tile_shoot_solid(self.x,self.y)) then
self:destroy()
end
end
function bullet:update()
@ -67,11 +85,10 @@ function bullet:update()
self.life-=1
if self.life<0 then
del(bullets,self)
-- TODO: Create particle
self:destroy()
end
self.check_collision()
self:check_collision()
end
function bullet:draw()
@ -131,16 +148,24 @@ function M.draw()
for b in all(bullets) do
b:draw()
end
for p in all(particles) do
p:draw()
end
end
function M.update()
for b in all(bullets) do
b:update()
end
for p in all(particles) do
p:update()
end
end
function M.debug_draw()
print(string.format("Bullets: %d", count(bullets)), 0,32,1)
print(string.format("Bullets: %d Particles: %d", count(bullets), count(particles)), 0,32,1)
end
return M