rotating deer demo
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@ -6,6 +6,9 @@ __Entity = {
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sprite = __AnimatedSprite,
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position = Vec3 {},
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velocity = Vec3 {},
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direction = 0, -- clockwise radians
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friction = 0.98,
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speed = 1
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}
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function Entity(id)
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@ -17,7 +20,32 @@ function Entity(id)
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end
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function __Entity:update(dt)
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self:processMovement()
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if self.sprite then
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self.sprite:update(dt)
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end
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end
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function __Entity:processMovement()
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self.position = self.position + self.velocity
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self.velocity = self.velocity * self.friction
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end
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function __Entity:namedDirection()
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local lookup = {
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"e",
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"se",
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"s",
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"sw",
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"w",
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"nw",
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"n",
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"ne"
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}
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local idx = math.floor((4 * self.direction / math.pi) + math.pi / 8) % 8
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return lookup[idx + 1]
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end
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function __Entity:lookAt(vec)
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self.direction = (vec - self.position):direction()
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end
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@ -31,5 +31,5 @@ function __AnimatedSprite:getTexture()
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if self.playing then
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return self[self.playing].spriteSheet
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end
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return nil
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return AssetBundle.files.sprites.fallback
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end
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41
lib/vec3.lua
41
lib/vec3.lua
@ -1,16 +1,16 @@
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require "lib.option"
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__Vec3 = {
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_x = 0,
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_y = 0,
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_z = 0,
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x = 0,
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y = 0,
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z = 0,
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}
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function Vec3(vec)
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return setmetatable({
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_x = vec[1] or 0,
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_y = vec[2] or 0,
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_z = vec[3] or 0,
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x = vec[1] or 0,
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y = vec[2] or 0,
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z = vec[3] or 0,
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}, {
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__index = __Vec3,
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__tostring = __Vec3.__tostring,
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@ -19,41 +19,48 @@ function Vec3(vec)
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__unm = function(self)
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return __Vec3.scale(self, -1)
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end,
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__sub = function(self, other)
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return self + -other
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end,
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__eq = function(self, other)
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return
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self._x == other._x
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and self._y == other._y
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and self._z == other._z
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self.x == other.x
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and self.y == other.y
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and self.z == other.z
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end,
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})
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end
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function __Vec3:add(other)
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Vec3 { self._x + other._x, self._y + other._y, self._z + other._z }
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return Vec3 { self.x + other.x, self.y + other.y, self.z + other.z }
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end
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function __Vec3:scale(factor)
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return Vec3 { self._x * factor, self._y * factor, self._z * factor }
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return Vec3 { self.x * factor, self.y * factor, self.z * factor }
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end
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function __Vec3:length()
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return math.sqrt(self._x ^ 2 + self._y ^ 2 + self._z ^ 2)
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return math.sqrt(self.x ^ 2 + self.y ^ 2 + self.z ^ 2)
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end
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function __Vec3:normalize()
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local length = self:length()
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if not length then return None end
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return Some(Vec3 {
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self._x / length,
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self._y / length,
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self._z / length
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self.x / length,
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self.y / length,
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self.z / length
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})
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end
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function __Vec3:direction()
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return math.atan2(self.y, self.x)
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end
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function __Vec3:dot(other)
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return self._x * other._x + self._y * other._y + self._z * other._z
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return self.x * other.x + self.y * other.y + self.z * other.z
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end
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function __Vec3:__tostring()
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return "Vec3{" .. self._x .. ", " .. self._y .. ", " .. self._z .. "}"
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return "Vec3{" .. self.x .. ", " .. self.y .. ", " .. self.z .. "}"
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end
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23
main.lua
23
main.lua
@ -63,33 +63,34 @@ end
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require "lib.asset_bundle"
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require "lib.entity"
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require "lib.vec3"
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Deer = nil
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local tick = 0
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function love.load()
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AssetBundle:load()
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Deer = Entity('deer')
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Deer.position = Vec3 { 200, 200, 0 }
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Deer.sprite.playing = "walk_e"
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end
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local lastDir
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function love.update(dt)
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Deer:update(dt)
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tick = tick + 1
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local mouse = Vec3 { love.mouse.getPosition() }
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if (mouse) then Deer:lookAt(mouse) end
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if (tick % 100 == 0) then
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if (Deer.sprite.playing == "walk_e") then
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Deer.sprite.playing = "walk_w"
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else
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Deer.sprite.playing = "walk_e"
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end
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tick = 0
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if (lastDir and lastDir ~= Deer:namedDirection()) then
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print(Deer:namedDirection())
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end
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lastDir = Deer:namedDirection()
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Deer:update(dt)
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end
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function love.draw()
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love.graphics.draw(Deer.sprite:getTexture(), Deer.sprite:getQuad(), 200, 200, 0, 4, 4)
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love.graphics.draw(Deer.sprite:getTexture(), Deer.sprite:getQuad(), Deer.position.x, Deer.position.y, Deer.direction,
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4, 4, 32, 32)
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end
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function love.conf(t)
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