PLAYER_SPEED = 100 register_comp("Body", function (ent, x, y, w, h, opts) ent.vx = 0 ent.vy = 0 ent.box = phys.Box.new(x, y, w, h, opts) end) register_comp("Player", TAGCOMP) function body_sys(ent, dt) ent.vx, ent.vy = ent.box:update(ent.vx, ent.vy, dt) ent.x = ent.box.x ent.y = ent.box.y end function player_movement_sys(player, dt) local inpx, inpy = input_direction("Left", "Right", "Up", "Down") inpx, inpy = normalize(inpx, inpy) player.vx = dlerp(player.vx, inpx * PLAYER_SPEED, 25 * dt) player.vy = dlerp(player.vy, inpy * PLAYER_SPEED, 25 * dt) if is_input_pressed("Right_Click") then local scn = get_current_scene() assert(scn, "no scene set.") local mx, my = get_mouse_pos() local tx, ty = to_tile_coords(mx, my) set_tile(scn.tilemap, tx, ty, 1) end if is_input_pressed("Left_Click") then local scn = get_current_scene() assert(scn, "no scene set.") local mx, my = get_mouse_pos() local tx, ty = to_tile_coords(mx, my) remove_tile(scn.tilemap, tx, ty) end end function new_player(x, y) local ent = new_entity() add_comp(ent, "Body", x, y, 16, 16, { offsetx = -8, offsety = -8, layers = {}, mask = {"hard"}, }) add_comp(ent, "Player") add_comp(ent, "Sprite", "res/img/player.ase") end