raycaster-demo/main.lua

91 lines
No EOL
3.5 KiB
Lua

import "CoreLibs/graphics"
import "CoreLibs/ui"
local function clamp(value, min, max)
return math.max(math.min(value, max), min)
end
local function clamp_angle(value)
if value < 0 then value = value + 360 end
if value > 360 then value = value - 360 end
return value
end
local function make_projectile(position)
local projectile = { position=table.deepcopy(position), speed=3 }
projectile.draw = function(self, id)
local current_width = playdate.graphics.getLineWidth()
playdate.graphics.setLineWidth(2)
local angle_rad = math.rad(self.position.theta)
local dx, dy = self.speed * math.cos(angle_rad), self.speed * math.sin(angle_rad)
local new_x, new_y = self.position.x + dx, self.position.y + dy
playdate.graphics.drawLine(self.position.x,self.position.y, new_x,new_y)
playdate.graphics.setLineWidth(current_width)
self.position.x, self.position.y = new_x, new_y
end
return projectile
end
local function make_player(x, y, width, height, screen)
local crankPosition = playdate.getCrankPosition()
local player = { position={ x=x, y=y, theta=crankPosition}, width=width, height=height, screen=screen, projectiles={} }
player.draw = function(self)
local w, h, transform = self.width / 2, self.height / 2, playdate.geometry.affineTransform.new()
local polygon = playdate.geometry.polygon.new(-w,-0.5*h, -w,0.5*h, w,0, -w,-0.5*h)
transform:translate(self.position.x, self.position.y)
transform:rotate(self.position.theta, self.position.x, self.position.y)
local transformedPolygon = transform:transformedPolygon(polygon)
playdate.graphics.drawPolygon(transformedPolygon)
for i, projectile in ipairs(self.projectiles) do
projectile:draw(i)
end
end
player.translate = function(self, offset_theta, amount)
local w, h, theta = self.width / 2, self.height / 2, self.position.theta
local angle_rad = math.rad(clamp_angle(theta + offset_theta))
local new_x = self.position.x + (amount * math.cos(angle_rad))
local new_y = self.position.y + (amount * math.sin(angle_rad))
self.position.x = clamp(new_x, w, self.screen.width - w)
self.position.y = clamp(new_y, h, self.screen.height - h)
end
player.rotate = function(self, degrees)
self.position.theta = clamp_angle(self.position.theta + degrees)
end
player.handle_crank = function(self)
local change, _acceleratedChange = playdate.getCrankChange()
self:rotate(change)
end
player.shoot_projectile = function(self)
local projectile = make_projectile(self.position)
table.insert(self.projectiles, projectile)
end
return player
end
local screen = { width=400, height=240 }
local player = make_player(screen.width / 2, screen.height / 2, 20, 30, screen)
function playdate.update()
playdate.graphics.clear()
if playdate.isCrankDocked() then playdate.ui.crankIndicator:draw() end
if playdate.buttonIsPressed(playdate.kButtonUp) then player:translate(0, 10) end
if playdate.buttonIsPressed(playdate.kButtonDown) then player:translate(180, 10) end
if playdate.buttonIsPressed(playdate.kButtonLeft) then player:translate(270, 1) end
if playdate.buttonIsPressed(playdate.kButtonRight) then player:translate(90, 1) end
if playdate.buttonJustPressed(playdate.kButtonA) then player:shoot_projectile() end
player:handle_crank()
player:draw()
end