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-rw-r--r--examples/game/world.tm78
1 files changed, 78 insertions, 0 deletions
diff --git a/examples/game/world.tm b/examples/game/world.tm
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+++ b/examples/game/world.tm
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+
+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)
+