1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
|
sword = entity()
:b_type(Entities.Sword)
:b_render_order(1)
:b_collidable()
:b_add_state("equipped", {
animation={
pos_y = { sequence = { 82 }, dt = 1, reflect = vec2(false, true) },
neg_y = { sequence = { 82 }, dt = 1 },
pos_x = { sequence = { 82 }, dt = 1 },
neg_x = { sequence = { 82 }, dt = 1, reflect = vec2(true, false) }
}
})
player = entity()
:b_type(Entities.Player)
:b_render_order(0)
:b_collidable()
:b_position(vec2(30,30))
:b_sprite_position(vec2(30,30))
:b_add_state(States.Idle, {
animation = {
pos_y = { sequence = { 3, 19 }, dt = 1 },
neg_y = { sequence = { 6, 22 }, dt = 1 },
pos_x = { sequence = { 0, 1 }, dt = 1 },
neg_x = { sequence = { 0, 1 }, dt = 1, reflect = vec2(true, false) }
}
})
:b_add_state(States.Walk, {
animation = {
pos_x = { seq = { 2, 0 }, dt = 0.20 },
neg_x = { seq = { 2, 0 }, dt = 0.20, reflect = vec2(true, false) },
pos_y = { seq = { 4, 5 }, dt = 0.20 },
neg_y = { seq = { 7, 8 }, dt = 0.20 }
}
})
:b_state("idle")
:b_equipped({ sword })
_walk_speed = 35 -- powerup increase?
function handle_input()
dpos = vec2(0, 0)
if btn(0) then dpos.x -= 1 end
if btn(1) then dpos.x += 1 end
if btn(3) then dpos.y += 1 end
if btn(2) then dpos.y -= 1 end
player.velocity = dpos:normal() * _walk_speed
end
function _init()
end
step_t = time()
function _update60()
cls(0) -- clear here in case we want to print to screen outside of _draw
old_step = step_t
step_t = time()
step_dt = step_t - old_step
handle_input()
foreach(qsort(World, function(a, b) return a.equipped != nil end), function (e) e:update(step_dt) end)
run_collisions()
end
function _draw()
-- foreach(qsort(World, function (a, b) return a.render_order < b.render_order end), function (e) e:render() end)
foreach(World, function (e) e:render() end)
end
|