local Vector2 = require "types.vector2" local util = require "util" local SPR = { "sprites/bird1.png", "sprites/bird2.png", } local TERMINAL_V_VEL = 25 local p = { position = Vector2(0, 50), velocity = Vector2(), size = Vector2(64, 64), spr_idx = 1, flip = false, } function p:rect() return {x = self.position.x, y = self.position.y, w = self.size.x, h = self.size.y} end function p:init() self.position.y = 50 self.position.x = ctx.resolution.x / 2 end function p:is_on_ground() return self.position.y >= ctx.resolution.y - 64 end function p:tick(ctx) input_action{name = "left", control = "LEFT"} input_action{name = "right", control = "RIGHT"} input_action{name = "jump", control = "SPACE"} self.velocity.x = util.lerp(self.velocity.x, 0, 0.14) if not self:is_on_ground() then self.velocity.y = math.min(self.velocity.y + 1, TERMINAL_V_VEL) else self.position.y = ctx.resolution.y - 64 end local movement = util.b2n(input_action_just_pressed{name = "right"}) - util.b2n(input_action_just_pressed{name = "left"}) if movement ~= 0 then self.flip = movement < 0 end if movement ~= 0 then self.velocity.y = -10 self.velocity.x = movement * 20 end if self.velocity.x < -0.1 or self.velocity.x > 0.1 then self.spr_idx = (math.floor(ctx.frame_number / 11) % 2) + 1 end self.position = self.position + self.velocity draw_sprite{rect = self:rect(), texture = SPR[self.spr_idx], flip_x = self.flip} end return p