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