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5 Commits

Author SHA1 Message Date
1b13535efd split player into its own class file, use udata for state 2025-02-02 06:14:21 +03:00
35b06ec9db cool ! 2025-02-02 04:22:08 +03:00
89ab2e33cd binary file BAD 2025-02-02 04:21:46 +03:00
02c4525b87 gut trig and use vector3 lib in game script 2025-02-02 03:58:33 +03:00
034cdcce80 ignore project binary 2025-02-02 03:58:09 +03:00
6 changed files with 120 additions and 99 deletions

6
.gitignore vendored
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@ -3,4 +3,8 @@ build/
libgame.so
libtownengine.so
lua
CMakeLists.txt
CMakeLists.txt
quack
# i was told binary files are bad for git ¯\_(ツ)_/¯
data/fonts

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@ -0,0 +1,41 @@
local Vector3 = require "vector3"
local util = require "util"
-- this is a static class, so no instancing shenanigans needed
local Player = {
position = Vector3(),
velocity = Vector3(),
speed = 0.07,
mouse_sensitivity = 0.01,
yaw = 0,
yaw_speed = 0.05,
}
function Player:tick(ctx)
input_action{name = "left", control = "A"}
input_action{name = "right", control = "D"}
input_action{name = "forward", control = "W"}
input_action{name = "back", control = "S"}
local camera_forward = Vector3(draw_camera_from_principal_axes(self).direction)
camera_forward.y = 0
camera_forward = camera_forward:normalized()
local camera_right = camera_forward:cross(Vector3.UP)
local forward_input = util.b2n(input_action_pressed{name = "forward"}) - util.b2n(input_action_pressed{name = "back"})
local strafe_input = util.b2n(input_action_pressed{name = "right"}) - util.b2n(input_action_pressed{name = "left"})
local direction = ((camera_forward * forward_input) + (camera_right * strafe_input)):normalized()
self.velocity = direction * self.speed
if ctx.mouse_capture then
self.yaw = self.yaw + self.mouse_sensitivity * ctx.mouse_movement.x
end
self.position = self.position + self.velocity
end
return Player

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@ -1,22 +1,7 @@
-- called every frame, with constant delta time
local capture = false
local trig = require "trig"
local Vector3l = require "vector3"
local FONT = "fonts/Lunchtype21_Regular.ttf"
local function Vector3(x, y, z)
if y == nil then
return {x = x, y = x, z = x}
end
return {x = x, y = y, z = z}
end
local rot = 0
local rot_spd = 0.05
local spd = 0.07
local pos = Vector3(0)
local Vector3 = require "vector3"
local player = require "classes.player"
local function Vector2(x, y)
if y == nil then
@ -25,54 +10,23 @@ local function Vector2(x, y)
return {x = x, y = y}
end
local function wrap(value, min, max)
local range = max - min
if value == 0 then
return min
end
local result = value - (range * math.floor((value - min) / range))
if result == max then
return min
end
return result
end
local function b2n(value)
return value and 1 or 0
end
function game_tick()
-- ctx.initialization_needed is true first frame and every time dynamic reload is performed
if ctx.initialization_needed then
-- ctx.udata persists on reload
ctx.udata = {}
end
ctx.mouse_capture = capture
input_action{name="quit", control="SPACE"}
input_action{name = "left", control = "A"}
input_action{name = "right", control = "D"}
input_action{name = "forward", control = "W"}
input_action{name = "back", control = "S"}
if input_action_just_pressed{name = "quit"} then
if not capture then
capture = true
else
ctx.udata = {
capture = false
end
}
end
ctx.mouse_capture = ctx.udata.capture
input_action{name="toggle_mouse", control="ESCAPE"}
if input_action_just_pressed{name = "toggle_mouse"} then
ctx.udata.capture = not ctx.udata.capture
end
local dir = draw_camera_from_principal_axes{position = pos, yaw = rot}.direction
dir.y = 0
dir = trig.v3_normalized(dir)
local rot_d = b2n(input_action_pressed{name = "right"}) - b2n(input_action_pressed{name = "left"})
rot = rot + rot_d * rot_spd
player:tick(ctx)
local mov_d = b2n(input_action_pressed{name = "forward"}) - b2n(input_action_pressed{name = "back"})
pos = trig.v3_add(pos, trig.v3_mult(dir, spd * mov_d))
draw_billboard{position = Vector3(0, 0, 3), size = Vector2(1, 1), texture = "images/duck.png"}
draw_billboard{position = Vector3(5, 0, 0), size = Vector2(1, 1), texture = "images/duck.png"}
draw_text{position = Vector2(0), string = "vel: " .. tostring(player.velocity), font = FONT}
end

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@ -1,38 +0,0 @@
local M = {}
function M.v3_length_squared(v)
local x2 = v.x * v.x
local y2 = v.y * v.y
local z2 = v.z * v.z
return x2 + y2 + z2
end
function M.v3_normalized(v)
local length = math.sqrt(M.v3_length_squared(v))
local new_vec = {
x = v.x / length,
y = v.y / length,
z = v.z / length,
}
return new_vec
end
function M.v3_mult(v, f)
return {
x = v.x * f,
y = v.y * f,
z = v.z * f,
}
end
function M.v3_add(v1, v2)
return {
x = v1.x + v2.x,
y = v1.y + v2.y,
z = v1.z + v2.z,
}
end
return M

20
data/scripts/util.lua Normal file
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@ -0,0 +1,20 @@
local util = {}
function util.printt(t)
if type(t) == 'table' then
local s = '{ '
for k,v in pairs(t) do
if type(k) ~= 'number' then k = '"'..k..'"' end
s = s .. '['..k..'] = ' .. util.print(v) .. ','
end
return s .. '} '
else
return tostring(t)
end
end
function util.b2n(value)
return value and 1 or 0
end
return util

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@ -129,9 +129,49 @@ function Vector3:length_squared()
return x2 + y2 + z2
end
function Vector3:length()
return math.sqrt(self:length_squared())
end
function Vector3:normalized()
local length = math.sqrt(self:length_squared())
if length == 0 then
return Vector3()
end
return Vector3(self.x / length, self.y / length, self.z / length)
end
function Vector3:dot(with)
if not is_weak_vector3(with) then
error("Vector3: with must be a Vector3-like table. Returning 0")
return 0
end
local v2 = Vector3(with)
return self.x * v2.x + self.y * v2.y + self.z * v2.z
end
function Vector3:cross(with)
if not is_weak_vector3(with) then
error("Vector3: with must be a Vector3-like table. Returning Vector3()")
return Vector3()
end
local v2 = Vector3(with)
return Vector3 {
self.y * v2.z - self.z * v2.y,
self.z * v2.x - self.x * v2.z,
self.x * v2.y - self.y * v2.x,
}
end
---- CONSTANTS
Vector3.UP = Vector3(0, 1, 0)
Vector3.DOWN = -Vector3.UP
Vector3.FORWARD = Vector3(0, 0, -1)
Vector3.BACK = -Vector3.FORWARD
Vector3.RIGHT = Vector3(1, 0, 0)
Vector3.LEFT = -Vector3.RIGHT
-------------------
return Vector3
return Vector3