tomo/examples/game/world.tm

79 lines
2.4 KiB
Tcl

use vectors
use ./player.tm
use ./color.tm
use ./box.tm
# Return a displacement relative to `a` that will push it out of `b`
func solve_overlap(a_pos:Vec2, a_size:Vec2, b_pos:Vec2, b_size:Vec2)->Vec2:
a_left := a_pos.x
a_right := a_pos.x + a_size.x
a_top := a_pos.y
a_bottom := a_pos.y + a_size.y
b_left := b_pos.x
b_right := b_pos.x + b_size.x
b_top := b_pos.y
b_bottom := b_pos.y + b_size.y
# Calculate the overlap in each dimension
overlap_x := (a_right _min_ b_right) - (a_left _max_ b_left)
overlap_y := (a_bottom _min_ b_bottom) - (a_top _max_ b_top)
# If either axis is not overlapping, then there is no collision:
if overlap_x <= 0 or overlap_y <= 0:
return Vec2(0, 0)
if overlap_x < overlap_y:
if a_right > b_left and a_right < b_right:
return Vec2(-(overlap_x), 0)
else if a_left < b_right and a_left > b_left:
return Vec2(overlap_x, 0)
else:
if a_top < b_bottom and a_top > b_top:
return Vec2(0, overlap_y)
else if a_bottom > b_top and a_bottom < b_bottom:
return Vec2(0, -overlap_y)
return Vec2(0, 0)
struct World(player:@Player, boxes:[@Box], dt_accum=0.0):
DT := 1./60.
CURRENT := @World(@Player(Vec2(0,0), Vec2(0,0)), [:@Box])
STIFFNESS := 0.3
func update(w:&World, dt:Num):
w.dt_accum += dt
while w.dt_accum > 0:
w:update_once()
w.dt_accum -= World.DT
func update_once(w:&World):
w.player:update()
# Resolve player overlapping with any boxes:
for i in 3:
for b in w.boxes:
w.player.pos += STIFFNESS * solve_overlap(w.player.pos, Player.SIZE, b.pos, b.size)
func draw(w:&World):
for b in w.boxes:
b:draw()
w.player:draw()
func load_map(w:&World, map:Text):
map = map:replace_all({$/[]/: "X", $/@{1..}/: "@", $/ /: " "})
w.boxes = [:@Box]
box_size := Vec2(50., 50.)
for y,line in map:lines():
for x,cell in line:split():
if cell == "X":
pos := Vec2((Num(x)-1) * box_size.x, (Num(y)-1) * box_size.y)
box := @Box(pos, size=box_size, color=Color.GRAY)
(&w.boxes):insert(box)
else if cell == "@":
pos := Vec2((Num(x)-1) * box_size.x, (Num(y)-1) * box_size.y)
w.player = @Player(pos,pos)