[game] Tweaks
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38f5f95827
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3 changed files with 16 additions and 16 deletions
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@ -56,7 +56,7 @@ export class Actor {
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// this mean we do some "update" in render?
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// this mean we do some "update" in render?
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//
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//
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// TODO: Update physics in a better kind of way rather than an object call.
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// TODO: Update physics in a better kind of way rather than an object call.
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update_physics(level: Level | undefined) {
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update_physics(level: Level) {
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// This is very nice: https://deepnight.net/tutorial/a-simple-platformer-engine-part-1-basics/
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// This is very nice: https://deepnight.net/tutorial/a-simple-platformer-engine-part-1-basics/
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// Apply friction to velocity and zero if we're close enough to zero.
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// Apply friction to velocity and zero if we're close enough to zero.
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const props = this.props;
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const props = this.props;
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@ -72,6 +72,9 @@ export class Actor {
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let cy = props.cy;
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let cy = props.cy;
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// Adjust xr with velocity, check for collisions, etc.
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// Adjust xr with velocity, check for collisions, etc.
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// TODO: This code is somewhat wrong because it kinda assumes that we're
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// the same size as our cell size, which is incorrect.
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let xr = props.xr + velocity.x;
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let xr = props.xr + velocity.x;
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do {
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do {
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// TODO: Cap velocity to 1 tile/frame? Then we wouldn't need this loop...
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// TODO: Cap velocity to 1 tile/frame? Then we wouldn't need this loop...
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@ -113,8 +116,7 @@ export class Actor {
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}
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}
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} while (yr > 1 || yr < 0);
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} while (yr > 1 || yr < 0);
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// TODO: Collision detection
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// TODO: Entity collision detection
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// const { w, h } = this.bounds;
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const new_position = new_v2((cx + xr) * 16, (cy + yr) * 16);
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const new_position = new_v2((cx + xr) * 16, (cy + yr) * 16);
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@ -167,7 +169,7 @@ export class Robo extends Actor {
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a.x += 1;
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a.x += 1;
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}
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}
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vnorm(a);
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vnorm(a);
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this.props.velocity = vadd(this.props.velocity, vmul(a, 0.06));
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this.props.velocity = vadd(this.props.velocity, vmul(a, 0.07));
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}
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}
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draw(clock: number) {
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draw(clock: number) {
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@ -262,11 +262,7 @@ export async function load_world(path: string): Promise<World> {
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return { levels, tilesets };
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return { levels, tilesets };
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}
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}
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export function has_collision(
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export function has_collision(level: Level, cx: number, cy: number): boolean {
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level: Level | undefined,
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cx: number,
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cy: number
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): boolean {
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if (!level) return true;
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if (!level) return true;
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if (cx < 0 || cx >= level.cw) return false;
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if (cx < 0 || cx >= level.cw) return false;
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if (cy < 0 || cy >= level.ch) return false;
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if (cy < 0 || cy >= level.ch) return false;
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16
game/main.ts
16
game/main.ts
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@ -22,9 +22,9 @@ let actors: Actor[] = [];
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// zelda screen is 16x11 tiles
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// zelda screen is 16x11 tiles
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// from a feeling point of view this is sufficient, apparently :D
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// from a feeling point of view this is sufficient, apparently :D
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function load_assets() {
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function start_load_assets() {
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// Start this load, but then...
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// Start this load, but then...
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let map_load = load_world("./overworld.ldtk").then((w) => {
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load_world("./overworld.ldtk").then((w) => {
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print("World loaded at", since_start());
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print("World loaded at", since_start());
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world = w;
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world = w;
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@ -47,17 +47,13 @@ function load_assets() {
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}
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}
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}
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}
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});
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});
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Promise.all([map_load]).then(() => {
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print("All are loaded.");
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});
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}
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}
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// TODO: Build a system whereby the signatures of the fundamental functions can be checked.
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// TODO: Build a system whereby the signatures of the fundamental functions can be checked.
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export function init() {
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export function init() {
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print("Hello world!");
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print("Hello world!");
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load_assets();
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start_load_assets();
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}
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}
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interface Snapshot {
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interface Snapshot {
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@ -66,6 +62,7 @@ interface Snapshot {
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}
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}
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export function suspend(): Snapshot {
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export function suspend(): Snapshot {
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print("Suspend! ", actors.length, "actors");
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return {
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return {
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clock,
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clock,
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actors: actors.map((a) => {
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actors: actors.map((a) => {
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@ -78,10 +75,15 @@ export function resume(snapshot: Snapshot | undefined) {
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if (snapshot) {
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if (snapshot) {
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clock = snapshot.clock || 0;
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clock = snapshot.clock || 0;
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actors = snapshot.actors.map((s) => spawn_actor(s.type, s.props));
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actors = snapshot.actors.map((s) => spawn_actor(s.type, s.props));
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print("Resume! ", actors.length, "actors");
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}
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}
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}
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}
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export function update() {
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export function update() {
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if (!level) {
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return;
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}
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clock = (clock + 1) % 20160;
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clock = (clock + 1) % 20160;
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for (const actor of actors) {
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for (const actor of actors) {
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