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(local entity (require :lib.entity))
(local vec (require :lib.vec))
(local cell (require :lib.cell))
(local cells (require :lib.cells))

(fn init [self pos]
  (setmetatable {entity.position pos
                 entity.velocity {:x 0 :y 0}
                 :target-spin 0
                 :direction 0}
                self))

(fn steer [self game id controls]
  ;; TODO: smooth turning
  (when controls.left
    (set self.target-spin (- self.target-spin 0.15)))
    ;; (set self.direction (% (- self.direction 0.1) (* math.pi 2)))
  (when controls.right
    (set self.target-spin (+ self.target-spin 0.15)))
  (set self.direction (% (+ self.direction (* self.target-spin 0.1)) (* math.pi 2)))
  (set self.target-spin (* self.target-spin 0.9))
  (when controls.up
    (local v (entity.velocity self))
    (set v.x (+ v.x (* (math.cos self.direction) 0.02)))
    (set v.y (+ v.y (* (math.sin self.direction) 0.02)))
    (when (> (vec.mag v) 0.8)
      (tset self entity.velocity (vec.mul v (/ 0.8 (vec.mag v)))))))

(fn draw [self game id]
  (love.graphics.setColor 1 1 1)
  (love.graphics.rotate self.direction)
  (love.graphics.polygon :fill -0.6 -0.4 0.6 0 -0.6 0.4))

(fn collide [self game id x y]
  (print "ow!")
  (tset game.entities id nil)
  (tset game.grid x y (cell.init cells.boom)))

{entity.init init entity.steer steer entity.draw draw entity.collide collide}