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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)
-- Testicle stuff, remove when testising is no longer needed
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")
return ent
end
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