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5 Commits

Author SHA1 Message Date
6edbb30f1c peanut art 2025-01-28 21:17:57 +03:00
6060139386 peanut code 2025-01-28 21:17:48 +03:00
23c6822191 some camera movement 2025-01-28 07:25:28 +03:00
efed1e8cc3 yippie 2025-01-27 04:48:00 +03:00
af468fe6a4 spin 2025-01-27 04:15:28 +03:00
8 changed files with 107 additions and 7 deletions

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@ -11,23 +11,73 @@ function start_blasting(track)
audio_play(ctx.udata.blast) audio_play(ctx.udata.blast)
end end
function process_player(state)
input_action { name = "up", control = "W" }
input_action { name = "left", control = "A" }
input_action { name = "down", control = "S" }
input_action { name = "right", control = "D" }
-- local right = vec3_norm(vec3_cross(state.player.camera_direction, { x=0, y=1, z=0 }))
-- local up = { x = right.z, y = right.y, z = -right.x }
local right = { x=-1, y=0, z=0 }
local up = { x=0, y=0, z=1 }
local direction = { x = 0, y = 0 , z = 0 }
if input_action_pressed { name = "up" } then
direction = vec3_add(direction, up)
end
if input_action_pressed { name = "down" } then
direction = vec3_sub(direction, up)
end
if input_action_pressed { name = "right" } then
direction = vec3_add(direction, right)
end
if input_action_pressed { name = "left" } then
direction = vec3_sub(direction, right)
end
if vec3_length(direction) > 0 then
direction = vec3_norm(direction)
end
state.player.position = vec3_add(state.player.position, vec3_scale(direction, state.player.speed / (60 / state.blast.bpm)))
local wobble = sinease(24, state.time - state.beat * (60 / state.blast.bpm) , (60 / state.blast.bpm) / 1.5, 0)
draw_billboard {
texture = "art/creatures/peanut/" .. string.format("dance-%s.png", pingpong(state.beat, 3)),
position = { x = state.player.position.x, y = wobble / 64, z = state.player.position.z },
size = { x = 1, y = (64 + wobble) / 64 },
}
end
function game_tick() function game_tick()
if ctx.initialization_needed then if ctx.initialization_needed then
ctx.udata = { ctx.udata = {
time = 0, time = 0,
beat = 0, beat = 0,
player = {
position = { x=3, y=0, z=0 },
speed = 0.06, -- tiles per beat
camera_direction = { x=-math.sin(math.pi / 4), y=-1, z=math.cos(math.pi / 4) },
}
} }
start_blasting("mod22") start_blasting("mod22")
end end
local state = ctx.udata local state = ctx.udata
process_player(state)
draw_camera { draw_camera {
position = { x=10, y=10, z=10 }, position = state.player.position,
direction = { x=-1, y=-1, z=-1 }, direction = state.player.camera_direction,
-- direction = { x=-math.sin(ctx.frame_number / 100), y=-1, z=math.cos(ctx.frame_number / 100) },
up = { x=0, y=1, z=0 }, up = { x=0, y=1, z=0 },
fov = 0, fov = 0,
zoom = 0.25 + math.sin(ctx.frame_number / 100) / 10, zoom = 0.15 + math.sin(ctx.frame_number / 100) / 20,
} }
-- draw_rectangle { -- draw_rectangle {
@ -51,10 +101,16 @@ function game_tick()
draw_quad { draw_quad {
texture = "art/creatures/meathead/" .. string.format("dance-%s.png", pingpong(state.beat, 3)), texture = "art/creatures/meathead/" .. string.format("dance-%s.png", pingpong(state.beat, 3)),
texture_region = { w = 32, h = 32 }, texture_region = { w = 32, h = 32 },
v0 = { x = 0 + i/2, y = (64 + wobble) / 64, z = 0 }, v0 = { x = 0, y = (64 + wobble) / 64, z = 0 + i/2 },
v1 = { x = 0 + i/2, y = 0, z = 0 }, v1 = { x = 0, y = 0, z = 0 + i/2 },
v2 = { x = 0 + i/2 + 1, y = 0, z = 0 }, v2 = { x = 0, y = 0, z = 0 + i/2 + 1 },
v3 = { x = 0 + i/2 + 1, y = (64 + wobble) / 64, z = 0 }, v3 = { x = 0, y = (64 + wobble) / 64, z = 0 + i/2 + 1 },
}
draw_billboard {
texture = "art/creatures/meathead/" .. string.format("dance-%s.png", pingpong(state.beat, 3)),
position = { x = i, y = wobble / 64, z = 0 },
size = { x = 1, y = (64 + wobble) / 64 },
} }
end end
end end

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@ -11,4 +11,10 @@ return {
bpm = 177 / 2, bpm = 177 / 2,
loops = true, loops = true,
}, },
mod171 = {
audio = "traxx/mod171.xm",
bpm = 125,
loops = true,
},
} }

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@ -28,3 +28,39 @@ end
function sinease(c, t, d, b) function sinease(c, t, d, b)
return -c*math.cos(t/d*(math.pi/2)) + c + b return -c*math.cos(t/d*(math.pi/2)) + c + b
end end
function vec3_cross(a, b)
return {
x = a.y * b.z - a.z * b.y,
y = a.z * b.x - a.x * b.z,
z = a.x * b.y - a.y * b.x,
}
end
function vec3_dot(a, b)
return a.x * b.x + a.y * b.y + a.z * b.z
end
function vec3_scale(a, s)
return {
x = a.x * s,
y = a.y * s,
z = a.z * s,
}
end
function vec3_norm(a)
return vec3_scale(a, 1.0 / math.sqrt(vec3_dot(a, a)))
end
function vec3_add(a, b)
return { x = a.x + b.x, y = a.y + b.y, z = a.z + b.z }
end
function vec3_sub(a, b)
return { x = a.x - b.x, y = a.y - b.y, z = a.z - b.z }
end
function vec3_length(a)
return math.sqrt(a.x * a.x + a.y * a.y + a.z * a.z)
end

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data/traxx/mod171.xm Executable file

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@ -15,10 +15,12 @@ dev_id = "veclavtalica"
[game] [game]
resolution = [ 960, 540 ] resolution = [ 960, 540 ]
#debug = true #debug = true
background_color = [ 125, 0, 0, 255 ]
# Engine tweaks. You probably don't need to change these # Engine tweaks. You probably don't need to change these
[engine] [engine]
ticks_per_second = 60 # minimum of 8 ticks_per_second = 60 # minimum of 8
cull_faces = false
#keybind_slots = 3 # minimum of 1 #keybind_slots = 3 # minimum of 1
#texture_atlas_size = 2048 # minimum of 32 #texture_atlas_size = 2048 # minimum of 32
#font_texture_size = 2048 # minimum of 1024 #font_texture_size = 2048 # minimum of 1024