summaryrefslogtreecommitdiff
path: root/dyl.lua
blob: 6c2a012f45824bcb5792d5860c1cbefc671a10a3 (plain) (blame)
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
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
bow = entity()
function bow:transition_state()
end
bow
    :b_type(Entities.Bow)
    :b_position(vec2(0, 0))
    :b_sprite_position(vec2(0, 0))
    :b_line_of_sight(vec2(1, 0))
    :b_render_order(1)
    :b_collidable()
    :b_add_state(States.Equipped, {
      animation={
        pos_y = { sequence = { 96 }, dt = 1, reflect = vec2(false, true) },
        neg_y = { sequence = { 96 }, dt = 1 },
        pos_x = { sequence = { 80 }, dt = 1 },
        neg_x = { sequence = { 80 }, dt = 1, reflect = vec2(true, false) }
      }
    })
    :b_add_state(States.Drawn, {
      animation={
        pos_y = { sequence = { 81 }, dt = 1, reflect = vec2(false, true) },
        neg_y = { sequence = { 81 }, dt = 1 },
        pos_x = { sequence = { 81 }, dt = 1 },
        neg_x = { sequence = { 81 }, dt = 1, reflect = vec2(true, false) }
      }
    })
    :b_add_state(States.Drawing, {
      animation = bow.states[States.Equipped]
    })
    :b_state(States.Equipped)
    :build()

sword = entity()
_slashing_timer_ms = 500
function sword:transition_state()
    if(btn(5)) then self:transition_to(States.Slashing) 
    elseif self.state == States.Slashing and self.state_stopwatch > _slashing_timer_ms then self:transition_to(States.Equipped) end
end
sword
    :b_type(Entities.Sword)
    :b_line_of_sight(vec2(1, 0))
    :b_position(vec2(0, 0))
    :b_sprite_position(vec2(0, 0))
    :b_render_order(1)
    :b_collidable()
    :b_add_state(States.Equipped, {
      animation={
        pos_y = { sequence = { 82 }, dt = 1, reflect = vec2(false, true) },
        neg_y = { sequence = { 82 }, dt = 1, reflect = vec2(true, false)},
        pos_x = { sequence = { 82 }, dt = 1 },
        neg_x = { sequence = { 82 }, dt = 1, reflect = vec2(true, false) }
      }
    })
    :b_add_state(States.Slashing, {
      animation={
        pos_y = { sequence = { 82, 82+16 }, dt = 1, reflect = vec2(false, true) },
        neg_y = { sequence = { 82, 82+16 }, dt = 1, reflect = vec2(true, false)},
        pos_x = { sequence = { 82, 82+16 }, dt = 1 },
        neg_x = { sequence = { 82, 82+16 }, dt = 1, reflect = vec2(true, false) }
      }
    })
    :b_state(States.Equipped)
    :build()

player = entity()
function player:transition_state()
    if (self.velocity.x == 0 and self.velocity.y == 0) then
        self:transition_to(States.Idle)
    else
        self:transition_to(States.Walk)
    end
end
player:b_type(Entities.Player)
    :b_line_of_sight(vec2(1, 0))
    :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 = { sequence = { 2, 0 }, dt = 0.20 },
        neg_x = { sequence = { 2, 0 }, dt = 0.20, reflect = vec2(true, false) },
        pos_y = { sequence = { 4, 5 }, dt = 0.20 },
        neg_y = { sequence = { 7, 8 }, dt = 0.20 }
      }
    })
    :b_state("idle")
    :b_equipped({ sword })
    :build()

_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()
  qsort(World, function(a, b) return a.equipped != nil end)
  foreach(World, 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)
end