Collision and some movement experiments
Getty Ritter
8 years ago
| 3 | 3 | local tile = require 'tile' |
| 4 | 4 | |
| 5 | 5 | local state = { |
| 6 | keys = { | |
| 7 | w = false, | |
| 8 | a = false, | |
| 9 | s = false, | |
| 10 | d = false, | |
| 11 | }, | |
| 6 | t = 0, | |
| 12 | 7 | char = { |
| 13 | 8 | x = 60, |
| 14 | 9 | y = 60, |
| 10 | dx = 0, | |
| 11 | dy = 0, | |
| 15 | 12 | }, |
| 16 | 13 | board = board.Board:new(), |
| 17 | 14 | } |
| 21 | 18 | state.board:set(2, 4, tile.getTile('water')) |
| 22 | 19 | state.board:set(2, 5, tile.getTile('water')) |
| 23 | 20 | |
| 21 | state.board:set(8, 3, tile.getTile('water')) | |
| 22 | state.board:set(8, 4, tile.getTile('water')) | |
| 23 | state.board:set(8, 5, tile.getTile('water')) | |
| 24 | ||
| 24 | 25 | function love.load() |
| 25 | 26 | end |
| 26 | 27 | |
| 28 | function check_collision() | |
| 29 | local bx = math.floor((state.char.x + state.char.dx) / consts.tileSize) | |
| 30 | local by = math.floor((state.char.y + state.char.dy) / consts.tileSize) | |
| 31 | return state.board:lookup(bx, by).pass and | |
| 32 | state.board:lookup(bx + 1, by).pass and | |
| 33 | state.board:lookup(bx, by + 1).pass and | |
| 34 | state.board:lookup(bx + 1, by + 1).pass | |
| 35 | end | |
| 36 | ||
| 27 | 37 | function love.update() |
| 28 | if state.keys.w then | |
| 29 | state.char.y = state.char.y - consts.speed | |
| 30 | end | |
| 31 | if state.keys.s then | |
| 32 | state.char.y = state.char.y + consts.speed | |
| 33 | end | |
| 34 | if state.keys.a then | |
| 35 | state.char.x = state.char.x - consts.speed | |
| 36 | end | |
| 37 | if state.keys.d then | |
| 38 |
|
|
| 38 | state.t = (state.t + 1) % 10 | |
| 39 | if check_collision() then | |
| 40 | state.char.y = state.char.y + state.char.dy | |
| 41 | state.char.x = state.char.x + state.char.dx | |
| 42 | ||
| 43 | if state.char.dx ~= 0 and state.char.dx ~= 0 then | |
| 44 | -- nothing | |
| 45 | elseif state.char.dy ~= 0 then | |
| 46 | local xm = state.char.x % 10 | |
| 47 | if 0 < xm and xm < 5 then | |
| 48 | state.char.x = state.char.x - 1 | |
| 49 | elseif xm >= 5 then | |
| 50 | state.char.x = state.char.x + 1 | |
| 51 | end | |
| 52 | elseif state.char.dx ~= 0 then | |
| 53 | local ym = state.char.y % 10 | |
| 54 | if 0 < ym and ym < 5 then | |
| 55 | state.char.y = state.char.y - 1 | |
| 56 | elseif ym >= 5 then | |
| 57 | state.char.y = state.char.y + 1 | |
| 58 | end | |
| 59 | end | |
| 39 | 60 | end |
| 40 | 61 | end |
| 41 | 62 | |
| 43 | 64 | if key == 'q' then |
| 44 | 65 | love.event.quit() |
| 45 | 66 | elseif key == 'w' or key == 'up' then |
| 46 |
state. |
|
| 67 | state.char.dy = -consts.speed | |
| 47 | 68 | elseif key == 'a' or key == 'left' then |
| 48 |
state. |
|
| 69 | state.char.dx = -consts.speed | |
| 49 | 70 | elseif key == 's' or key == 'down' then |
| 50 |
state. |
|
| 71 | state.char.dy = consts.speed | |
| 51 | 72 | elseif key == 'd' or key == 'right' then |
| 52 |
state. |
|
| 73 | state.char.dx = consts.speed | |
| 53 | 74 | end |
| 54 | 75 | end |
| 55 | 76 | |
| 56 | 77 | function love.keyreleased(key) |
| 57 | 78 | if key == 'w' or key == 'up' then |
| 58 |
state. |
|
| 79 | state.char.dy = 0 | |
| 59 | 80 | elseif key == 'a' or key == 'left' then |
| 60 |
state. |
|
| 81 | state.char.dx = 0 | |
| 61 | 82 | elseif key == 's' or key == 'down' then |
| 62 |
state. |
|
| 83 | state.char.dy = 0 | |
| 63 | 84 | elseif key == 'd' or key == 'right' then |
| 64 |
state. |
|
| 85 | state.char.dx = 0 | |
| 65 | 86 | end |
| 66 | 87 | end |
| 67 | 88 | |