| 1 | 1 |
local board = require 'board'
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| 2 | 2 |
local consts = require 'constants'
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| 3 |
local entity = require 'entity'
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| 3 | 4 |
local tile = require 'tile'
|
| 5 |
local state = {}
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| 4 | 6 |
|
| 5 | |
local state = {
|
| 6 | |
t = 0,
|
| 7 | |
char = {
|
| 8 | |
x = 60,
|
| 9 | |
y = 60,
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| 10 | |
dx = 0,
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| 11 | |
dy = 0,
|
| 12 | |
},
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| 13 | |
board = board.Board:new(),
|
| 14 | |
}
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| 15 | 7 |
local sprites = {}
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| 16 | 8 |
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| 17 | |
state.board:set(2, 3, tile.getTile('water'))
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| 18 | |
state.board:set(2, 4, tile.getTile('water'))
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| 19 | |
state.board:set(2, 5, tile.getTile('water'))
|
| 9 |
function love.load()
|
| 10 |
state.t = 0
|
| 11 |
state.board = board.Board:new()
|
| 12 |
state.char = entity.Entity:new(state.board, 60, 60, tile.getTile('character'))
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| 20 | 13 |
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| 21 | |
state.board:set(8, 3, tile.getTile('water'))
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| 22 | |
state.board:set(8, 4, tile.getTile('water'))
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| 23 | |
state.board:set(8, 5, tile.getTile('water'))
|
| 14 |
state.board:set(2, 3, tile.getTile('water'))
|
| 15 |
state.board:set(2, 4, tile.getTile('water'))
|
| 16 |
state.board:set(2, 5, tile.getTile('water'))
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| 24 | 17 |
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| 25 | |
function love.load()
|
| 26 | |
end
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| 27 | |
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| 28 | |
function check_collision(thing, dx, dy)
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| 29 | |
local bx = math.floor((thing.x + dx) / consts.tileSize)
|
| 30 | |
local by = math.floor((thing.y + dy) / consts.tileSize)
|
| 31 | |
return state.board:lookup(bx, by).pass and
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| 32 | |
state.board:lookup(bx + 1, by).pass and
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| 33 | |
state.board:lookup(bx, by + 1).pass and
|
| 34 | |
state.board:lookup(bx + 1, by + 1).pass
|
| 18 |
state.board:set(8, 3, tile.getTile('water'))
|
| 19 |
state.board:set(8, 4, tile.getTile('water'))
|
| 20 |
state.board:set(8, 5, tile.getTile('water'))
|
| 35 | 21 |
end
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| 36 | 22 |
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| 37 | 23 |
function love.update()
|
| 38 | |
local movement = true
|
| 39 | |
state.t = (state.t + 1) % 10
|
| 40 | |
if check_collision(state.char, state.char.dx, state.char.dy) then
|
| 41 | |
state.char.x = state.char.x + state.char.dx
|
| 42 | |
state.char.y = state.char.y + state.char.dy
|
| 43 | |
elseif check_collision(state.char, state.char.dx, 0) then
|
| 44 | |
state.char.x = state.char.x + state.char.dx
|
| 45 | |
elseif check_collision(state.char, 0, state.char.dy) then
|
| 46 | |
state.char.y = state.char.y + state.char.dy
|
| 47 | |
else
|
| 48 | |
movement = false
|
| 49 | |
end
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| 50 | |
|
| 51 | |
if movement then
|
| 52 | |
if state.char.dx ~= 0 and state.char.dy ~= 0 then
|
| 53 | |
-- nothing
|
| 54 | |
elseif state.char.dy ~= 0 then
|
| 55 | |
local xm = state.char.x % 10
|
| 56 | |
if 0 < xm and xm < 5 then
|
| 57 | |
state.char.x = state.char.x - 1
|
| 58 | |
elseif xm >= 5 then
|
| 59 | |
state.char.x = state.char.x + 1
|
| 60 | |
end
|
| 61 | |
elseif state.char.dx ~= 0 then
|
| 62 | |
local ym = state.char.y % 10
|
| 63 | |
if 0 < ym and ym < 5 then
|
| 64 | |
state.char.y = state.char.y - 1
|
| 65 | |
elseif ym >= 5 then
|
| 66 | |
state.char.y = state.char.y + 1
|
| 67 | |
end
|
| 68 | |
end
|
| 69 | |
end
|
| 24 |
state.char:move()
|
| 70 | 25 |
end
|
| 71 | 26 |
|
| 72 | 27 |
function love.keypressed(key)
|
|
| 108 | 63 |
state.board:lookup(x, y):draw(x, y)
|
| 109 | 64 |
end
|
| 110 | 65 |
end
|
| 111 | |
tile.getTile('character'):drawPx(state.char.x, state.char.y)
|
| 66 |
state.char:draw()
|
| 112 | 67 |
end
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