diff --git a/game/actor.ts b/game/actor.ts index e3d58d0f..cdf1d894 100644 --- a/game/actor.ts +++ b/game/actor.ts @@ -56,7 +56,7 @@ export class Actor { // this mean we do some "update" in render? // // TODO: Update physics in a better kind of way rather than an object call. - update_physics(level: Level | undefined) { + update_physics(level: Level) { // This is very nice: https://deepnight.net/tutorial/a-simple-platformer-engine-part-1-basics/ // Apply friction to velocity and zero if we're close enough to zero. const props = this.props; @@ -72,6 +72,9 @@ export class Actor { let cy = props.cy; // Adjust xr with velocity, check for collisions, etc. + + // TODO: This code is somewhat wrong because it kinda assumes that we're + // the same size as our cell size, which is incorrect. let xr = props.xr + velocity.x; do { // TODO: Cap velocity to 1 tile/frame? Then we wouldn't need this loop... @@ -113,8 +116,7 @@ export class Actor { } } while (yr > 1 || yr < 0); - // TODO: Collision detection - // const { w, h } = this.bounds; + // TODO: Entity collision detection const new_position = new_v2((cx + xr) * 16, (cy + yr) * 16); @@ -167,7 +169,7 @@ export class Robo extends Actor { a.x += 1; } vnorm(a); - this.props.velocity = vadd(this.props.velocity, vmul(a, 0.06)); + this.props.velocity = vadd(this.props.velocity, vmul(a, 0.07)); } draw(clock: number) { diff --git a/game/level.ts b/game/level.ts index f6376f1e..3c16bd2a 100644 --- a/game/level.ts +++ b/game/level.ts @@ -262,11 +262,7 @@ export async function load_world(path: string): Promise { return { levels, tilesets }; } -export function has_collision( - level: Level | undefined, - cx: number, - cy: number -): boolean { +export function has_collision(level: Level, cx: number, cy: number): boolean { if (!level) return true; if (cx < 0 || cx >= level.cw) return false; if (cy < 0 || cy >= level.ch) return false; diff --git a/game/main.ts b/game/main.ts index cb314da9..7ba2915c 100644 --- a/game/main.ts +++ b/game/main.ts @@ -22,9 +22,9 @@ let actors: Actor[] = []; // zelda screen is 16x11 tiles // from a feeling point of view this is sufficient, apparently :D -function load_assets() { +function start_load_assets() { // Start this load, but then... - let map_load = load_world("./overworld.ldtk").then((w) => { + load_world("./overworld.ldtk").then((w) => { print("World loaded at", since_start()); world = w; @@ -47,17 +47,13 @@ function load_assets() { } } }); - - Promise.all([map_load]).then(() => { - print("All are loaded."); - }); } // TODO: Build a system whereby the signatures of the fundamental functions can be checked. export function init() { print("Hello world!"); - load_assets(); + start_load_assets(); } interface Snapshot { @@ -66,6 +62,7 @@ interface Snapshot { } export function suspend(): Snapshot { + print("Suspend! ", actors.length, "actors"); return { clock, actors: actors.map((a) => { @@ -78,10 +75,15 @@ export function resume(snapshot: Snapshot | undefined) { if (snapshot) { clock = snapshot.clock || 0; actors = snapshot.actors.map((s) => spawn_actor(s.type, s.props)); + print("Resume! ", actors.length, "actors"); } } export function update() { + if (!level) { + return; + } + clock = (clock + 1) % 20160; for (const actor of actors) {