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authorBruce Hill <bruce@bruce-hill.com>2025-04-06 16:07:23 -0400
committerBruce Hill <bruce@bruce-hill.com>2025-04-06 16:07:23 -0400
commit6782cc5570e194791ca6cdd695b88897e9145564 (patch)
treea428e9d954aca251212ec1cf15bd35e0badce630 /examples/game/world.tm
parent448e805293989b06e07878a4a87fdd378f7c6e02 (diff)
No more colons for blocks
Diffstat (limited to 'examples/game/world.tm')
-rw-r--r--examples/game/world.tm50
1 files changed, 25 insertions, 25 deletions
diff --git a/examples/game/world.tm b/examples/game/world.tm
index e8255ab8..0de8ea4b 100644
--- a/examples/game/world.tm
+++ b/examples/game/world.tm
@@ -5,7 +5,7 @@ use ./raylib.tm
use ./box.tm
# Return a displacement relative to `a` that will push it out of `b`
-func solve_overlap(a_pos:Vector2, a_size:Vector2, b_pos:Vector2, b_size:Vector2 -> Vector2):
+func solve_overlap(a_pos:Vector2, a_size:Vector2, b_pos:Vector2, b_size:Vector2 -> Vector2)
a_left := a_pos.x
a_right := a_pos.x + a_size.x
a_top := a_pos.y
@@ -21,68 +21,68 @@ func solve_overlap(a_pos:Vector2, a_size:Vector2, b_pos:Vector2, b_size:Vector2
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:
+ if overlap_x <= 0 or overlap_y <= 0
return Vector2(0, 0)
- if overlap_x < overlap_y:
- if a_right > b_left and a_right < b_right:
+ if overlap_x < overlap_y
+ if a_right > b_left and a_right < b_right
return Vector2(-(overlap_x), 0)
- else if a_left < b_right and a_left > b_left:
+ else if a_left < b_right and a_left > b_left
return Vector2(overlap_x, 0)
- else:
- if a_top < b_bottom and a_top > b_top:
+ else
+ if a_top < b_bottom and a_top > b_top
return Vector2(0, overlap_y)
- else if a_bottom > b_top and a_bottom < b_bottom:
+ else if a_bottom > b_top and a_bottom < b_bottom
return Vector2(0, -overlap_y)
return Vector2(0, 0)
-struct World(player:@Player, goal:@Box, boxes:@[@Box], dt_accum=Num32(0.0), won=no):
+struct World(player:@Player, goal:@Box, boxes:@[@Box], dt_accum=Num32(0.0), won=no)
DT := (Num32(1.)/Num32(60.))
STIFFNESS := Num32(0.3)
- func update(w:@World, dt:Num32):
+ func update(w:@World, dt:Num32)
w.dt_accum += dt
- while w.dt_accum > 0:
+ while w.dt_accum > 0
w.update_once()
w.dt_accum -= World.DT
- func update_once(w:@World):
+ func update_once(w:@World)
w.player.update()
- if solve_overlap(w.player.pos, Player.SIZE, w.goal.pos, w.goal.size) != Vector2(0,0):
+ if solve_overlap(w.player.pos, Player.SIZE, w.goal.pos, w.goal.size) != Vector2(0,0)
w.won = yes
# Resolve player overlapping with any boxes:
- for i in 3:
- for b in w.boxes:
+ for i in 3
+ for b in w.boxes
w.player.pos += World.STIFFNESS * solve_overlap(w.player.pos, Player.SIZE, b.pos, b.size)
- func draw(w:@World):
- for b in w.boxes:
+ func draw(w:@World)
+ for b in w.boxes
b.draw()
w.goal.draw()
w.player.draw()
- if w.won:
+ if w.won
DrawText(CString("WINNER"), GetScreenWidth()/Int32(2)-Int32(48*3), GetScreenHeight()/Int32(2)-Int32(24), 48, Color(0,0,0))
- func load_map(w:@World, map:Text):
- if map.has("[]"):
+ func load_map(w:@World, map:Text)
+ if map.has("[]")
map = map.translate({"[]"="#", "@ "="@", " "=" "})
w.boxes = @[]
box_size := Vector2(50., 50.)
- for y,line in map.lines():
- for x,cell in line.split():
- if cell == "#":
+ for y,line in map.lines()
+ for x,cell in line.split()
+ if cell == "#"
pos := Vector2((Num32(x)-1) * box_size.x, (Num32(y)-1) * box_size.y)
box := @Box(pos, size=box_size, color=Color(0x80,0x80,0x80))
w.boxes.insert(box)
- else if cell == "@":
+ else if cell == "@"
pos := Vector2((Num32(x)-1) * box_size.x, (Num32(y)-1) * box_size.y)
pos += box_size/Num32(2) - Player.SIZE/Num32(2)
w.player = @Player(pos,pos)
- else if cell == "?":
+ else if cell == "?"
pos := Vector2((Num32(x)-1) * box_size.x, (Num32(y)-1) * box_size.y)
w.goal.pos = pos