# Defines a struct representing the player, which is controlled by WASD keys use ./world.tm use ./raylib.tm struct Player(pos,prev_pos:Vector2): WALK_SPEED := Num32(500.) ACCEL := Num32(0.3) FRICTION := Num32(0.99) SIZE := Vector2(30, 30) COLOR := Color(0x60, 0x60, 0xbF) func update(p:@Player): target_x := inline C:Num32 { (Num32_t)((IsKeyDown(KEY_A) ? -1 : 0) + (IsKeyDown(KEY_D) ? 1 : 0)) } target_y := inline C:Num32 { (Num32_t)((IsKeyDown(KEY_W) ? -1 : 0) + (IsKeyDown(KEY_S) ? 1 : 0)) } target_vel := Vector2(target_x, target_y):norm() * Player.WALK_SPEED vel := (p.pos - p.prev_pos)/World.DT vel *= Player.FRICTION vel = vel:mix(target_vel, Player.ACCEL) p.prev_pos, p.pos = p.pos, p.pos + World.DT*vel func draw(p:Player): DrawRectangleV(p.pos, Player.SIZE, Player.COLOR)