diff options
| author | Bruce Hill <bruce@bruce-hill.com> | 2025-04-06 16:07:23 -0400 |
|---|---|---|
| committer | Bruce Hill <bruce@bruce-hill.com> | 2025-04-06 16:07:23 -0400 |
| commit | 6782cc5570e194791ca6cdd695b88897e9145564 (patch) | |
| tree | a428e9d954aca251212ec1cf15bd35e0badce630 /examples/game/world.tm | |
| parent | 448e805293989b06e07878a4a87fdd378f7c6e02 (diff) | |
No more colons for blocks
Diffstat (limited to 'examples/game/world.tm')
| -rw-r--r-- | examples/game/world.tm | 50 |
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 |
