hero movement works now.
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e130cac03b
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ad4a4d118b
3 changed files with 26 additions and 22 deletions
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@ -6,7 +6,7 @@ WWWWGWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
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W H W
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W O H O W
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W H W
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W O BBBBBBBBBBBBBBBBBBBBBBBBBBBB O W -
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W O BBBBBBBBBBBBBBBBBBBBBBBBBBHB O W -
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W H W
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W H W
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W H W
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@ -26,7 +26,7 @@
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(bloat hero-bloat hero-with-bloat) ;; 0.0 to 2.0, how much the hero is inflated
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)
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(define default-state 'falling)
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(define default-state 'fall)
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(define default-bloat 1.0)
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(define (hero-load level)
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@ -56,8 +56,8 @@
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(tile-below (level-tile-at level (vec2 (hero-x hero) (1- (hero-y hero))))))
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(cond
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((equal? (level-tile-at level position) 'ladder) 'climb)
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((> (floor-remainder (hero-y hero) level-cell-size) 0) 'falling)
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((equal? tile-below 'empty) 'falling)
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((> (floor-remainder (hero-y hero) level-cell-size) 0) 'fall)
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((equal? tile-below 'empty) 'fall)
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(else (cond
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((member 'left inputs) 'go-left)
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((member 'right inputs) 'go-right)
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@ -73,13 +73,13 @@
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(define (next-position position state inputs distance)
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(pretty-print (list position state inputs distance))
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(case state
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((falling) (vec2- position (vec2 0 distance)))
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((climb) (vec2+ position (input->movement (car inputs) distance)))
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((fall) (vec2- position (vec2 0 distance)))
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((go-left) (vec2- position (vec2 distance 0)))
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((go-right) (vec2+ position (vec2 distance 0)))
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((stationary) position)
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((ladder) (fold (lambda (input movement)
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((climb) (fold (lambda (input movement)
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(vec2+ movement (input->movement input distance)))
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position
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inputs))
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@ -91,9 +91,10 @@
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(define (hero-update hero level inputs dt)
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(let* ((state (next-state hero level inputs))
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(distance (* dt speed))
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(position (next-position (hero-position hero) state inputs distance))
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(position (next-position (hero-position hero) (hero-state hero) inputs distance))
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(tile (level-tile-at level position))
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)
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(pretty-print (list state position tile))
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(hero-with-state
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(if (member tile '(empty ladder other))
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(hero-with-position hero position)
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@ -124,7 +125,7 @@
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(test-equal 16 (hero-x (hero-with-position hero (vec2 16.34 20.78))))
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(test-equal 20 (hero-y (hero-with-position hero (vec2 16.34 20.78))))
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(test-equal 'falling (next-state hero level '()))
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(test-equal 'fall (next-state hero level '()))
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(let ((hero (hero-with-position hero (vec2 16 16))))
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(test-equal 'stationary (next-state hero level '()))
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(test-equal 'go-left (next-state hero level '(left)))
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@ -134,9 +135,9 @@
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(let ((hero (hero-with-position hero (vec2 48 31))))
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(test-equal 'climb (next-state hero level '())))
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(let ((hero (hero-with-position hero (vec2 32 31))))
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(test-equal 'falling (next-state hero level '())))
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(test-equal 'fall (next-state hero level '())))
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(test-equal (vec2 32.0 31.0) (next-position (vec2 32.0 32.0) 'falling '() 1.0))
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(test-equal (vec2 32.0 31.0) (next-position (vec2 32.0 32.0) 'fall '() 1.0))
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(test-equal (vec2 31.0 32.0) (next-position (vec2 32.0 32.0) 'go-left '() 1.0))
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(test-equal (vec2 33.0 32.0) (next-position (vec2 32.0 32.0) 'go-right '() 1.0))
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@ -155,7 +156,7 @@
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(hero-update
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(hero-with-state
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(hero-with-position hero (vec2 32 16.3))
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'falling)
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'fall)
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level
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'()
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0.017
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@ -19,7 +19,7 @@
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;; start index of the walk animation
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(define hero-walking-offset 56)
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(define hero-falling-offset 32)
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(define hero-climbing-offset 40)
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(define hero-climbing-offset 48)
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(define (hero-sprite-walking hero)
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(let* ((x (hero-x hero))
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@ -47,17 +47,20 @@
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(case (hero-state hero)
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((stationary) (draw-sprite
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(hero-sprite-stationary hero)
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(vec2+ (hero-position hero) (vec2 -9.0 1.0))))
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((falling) (draw-sprite
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(vec2+ (hero-position hero) (vec2 -16.0 1.0))))
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((fall) (draw-sprite
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(hero-sprite-falling hero)
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(vec2+ (hero-position hero) (vec2 -9.0 1.0))))
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(vec2+ (hero-position hero) (vec2 -16.0 1.0))))
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((climb) (draw-sprite
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(hero-sprite-climbing hero)
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(vec2+ (hero-position hero) (vec2 -16.0 1.0))))
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((go-left) (draw-sprite
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(hero-sprite-walking hero)
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(vec2+ (hero-position hero) (vec2 23.0 1.0))
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(vec2+ (hero-position hero) (vec2 16.0 1.0))
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#:scale (vec2 -1.0 1.0)
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))
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((go-right) (draw-sprite
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(hero-sprite-walking hero)
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(vec2+ (hero-position hero) (vec2 -9.0 1.0))))
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(vec2+ (hero-position hero) (vec2 -16.0 1.0))))
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)
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)
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