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part6-collision.p8
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part6-collision.p8
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pico-8 cartridge // http://www.pico-8.com
version 16
__lua__
-- a table comtaining all game entities
entities = {}
function canwalk(x,y)
return not fget(mget(x/8,y/8),7)
end
function touching(x1,y1,w1,h1,x2,y2,w2,h2)
return x1+w1 > x2 and
x1 < x2+w2 and
y1+h1 > y2 and
y1 < y2+h2
end
-- creates and returns a new control component
function newcontrol(left,right,up,down,input)
local c = {}
c.left = left
c.right = right
c.up = up
c.down = down
c.input = input
return c
end
-- creates and returns a new intention component
function newintention()
local i = {}
i.left = false
i.right = false
i.up = false
i.down = false
return i
end
-- creates and returns a new position
function newposition(x,y,w,h)
local p = {}
p.x = x
p.y = y
p.w = w
p.h = h
return p
end
-- creates and returns a new sprite
function newsprite(x,y)
local s = {}
s.x = x
s.y = y
return s
end
-- creates and returns a new entity
function newentity(position,sprite,control,intention)
local e = {}
e.position = position
e.sprite = sprite
e.control = control
e.intention = intention
return e
end
function playerinput(ent)
ent.intention.left = btn(ent.control.left)
ent.intention.right = btn(ent.control.right)
ent.intention.up = btn(ent.control.up)
ent.intention.down = btn(ent.control.down)
end
function npcinput(ent)
ent.intention.left = true
end
controlsystem = {}
controlsystem.update = function()
for ent in all(entities) do
if ent.control ~= nil and ent.intention ~= nil then
ent.control.input(ent)
end
end
end
physicssystem = {}
physicssystem.update = function()
for ent in all(entities) do
local newx = ent.position.x
local newy = ent.position.y
if ent.position ~= nil and ent.intention ~= nil then
if ent.intention.left then newx -= 1 end
if ent.intention.right then newx += 1 end
if ent.intention.up then newy -= 1 end
if ent.intention.down then newy += 1 end
end
local canmovex = true
local canmovey = true
--
-- map collision
--
-- update x position if allowed to move
if not canwalk(newx,ent.position.y) or
not canwalk(newx,ent.position.y+ent.position.w-1) or
not canwalk(newx+ent.position.h-1,ent.position.y) or
not canwalk(newx+ent.position.h-1,ent.position.y+ent.position.w-1) then
canmovex = false
end
-- update y position if allowed to move
if not canwalk(ent.position.x,newy) or
not canwalk(ent.position.x,newy+ent.position.w-1) or
not canwalk(ent.position.x+ent.position.h-1,newy) or
not canwalk(ent.position.x+ent.position.h-1,newy+ent.position.w-1) then
canmovey = false
end
--
-- entity collision
--
-- check x
for o in all(entities) do
if o ~= ent and
touching(newx,ent.position.y,ent.position.w,ent.position.h,
o.position.x,o.position.y,o.position.w,o.position.h) then
canmovex = false
end
end
-- check y
for o in all(entities) do
if o ~= ent and
touching(ent.position.x,newy,ent.position.w,ent.position.h,
o.position.x,o.position.y,o.position.w,o.position.h) then
canmovey = false
end
end
if canmovex then ent.position.x = newx end
if canmovey then ent.position.y = newy end
end
end
gs = {}
gs.update = function()
cls()
--centre camera on player
camera(-64+player.position.x+(player.position.w/2),
-64+player.position.y+(player.position.h/2))
map()
-- draw all entities with sprites and positions
for ent in all(entities) do
if ent.sprite ~= nil and ent.position ~= nil then
sspr(ent.sprite.x, ent.sprite.y,
ent.position.w, ent.position.h,
ent.position.x, ent.position.y)
end
end
camera()
--crosshair sprite
--spr(16,64-4,64-4)
end
function _init()
-- create a player entity
player = newentity(
-- create a position component
newposition(10,10,8,8),
-- create a sprite component
newsprite(8,0),
-- create a control component
newcontrol(0,1,2,3,playerinput),
-- create an intention component
newintention()
)
add(entities,player)
-- create a tree entity
add(entities,
newentity(
-- create a position component
newposition(30,30,16,16),
-- create a sprite component
newsprite(8,8),
-- create a control component
nil,
-- create an intention component
nil
)
)
end
function _update()
--check player input
controlsystem.update()
-- move entities
physicssystem.update()
end
function _draw()
gs.update()
end
__gfx__
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__gff__
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__map__
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