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# 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)
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