star_bug
This commit is contained in:
parent
f82f292cb7
commit
05fceff574
6 changed files with 206 additions and 30 deletions
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@ -1,2 +1,2 @@
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time = 1600540421
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time = 1600562055
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version = 2
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@ -17,12 +17,20 @@ methods = {
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create_ship = true
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} //game
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Game = {
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ready = true
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tick = true
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destroy = true
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lerp = true
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tick_camera = true
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app = true
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create_starfield = true
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ready = true
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create_ui_text = true
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create_startracker = true
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tick_starfield = true
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get_axis = true
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tick_ship = true
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create_ship = true
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} //Game
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} //methods
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time = 1600540421
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time = 1600562055
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version = 1
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@ -24,6 +24,7 @@ bytes = [
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"_art/laser.ase"
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"_art/player_ship.ase"
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"_art/star.ase"
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"ideas.txt"
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] //bytes
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particles = [] //particles
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unit = [] //unit
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178
game.wren
178
game.wren
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@ -1,11 +1,12 @@
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import "luxe: game" for Ready
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import "luxe: assets" for Assets
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import "luxe: input" for Input, Key
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import "luxe: world" for World, Entity, Transform, Sprite, Values, Tags, Camera
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import "luxe: world" for World, Entity, Transform, Sprite, Values, Tags, Camera, Text
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import "luxe: render" for Material
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import "luxe: math" for Math
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import "luxe: draw" for Draw
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import "luxe: io" for IO
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import "random" for Random
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import "outline/app" for App
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@ -16,21 +17,42 @@ class Game is Ready {
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super("ready!")
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app = App.new()
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app.color = [0,0,0,1]
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app.color = [0.12,0,0.12,1]
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System.print("render size: %(app.width) x %(app.height) @ %(app.scale)x")
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// game vars
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// camera
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_camera_scale = 3
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_cam_offset_x = (app.width / 2 / _camera_scale)
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_cam_offset_y = (app.height / 2 / _camera_scale)
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Camera.ortho(app.camera, 0, _cam_offset_y * 2, _cam_offset_x * 2, 0, -5, 5)
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_camera_scale = 2
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_cam_offset_x = (app.width / _camera_scale)
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_cam_offset_y = (app.height / _camera_scale)
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Camera.ortho(app.camera, 0, _cam_offset_y, _cam_offset_x, 0, -5, 5)
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// starfield
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_stars = []
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// player ship
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_input_vec = []
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_ship_rotation = 0
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_ship_speed = 40
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_ship_acceleration_x = 0
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_ship_acceleration_y = 0
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_ship_velocity_x = 0
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_ship_velocity_y = 0
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_ship_dampening = 0.85
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// make things
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create_ship()
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Transform.set_pos(app.camera, Transform.get_pos_x(_ship) - _cam_offset_x / 2, Transform.get_pos_y(_ship) - _cam_offset_y / 2)
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create_ui_text()
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create_startracker()
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create_starfield()
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} //ready
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tick(delta) {
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tick_ship(delta)
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tick_camera(delta)
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// tick_starfield(delta)
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if(Input.key_state_released(Key.escape)) {
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IO.shutdown()
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@ -40,14 +62,156 @@ class Game is Ready {
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// CREATORS
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///////////
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create_ship() {
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_ship = Entity.create(app.world, "ship")
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var ship_mat = Assets.material("material/ship")
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Sprite.create(_ship, ship_mat, 16, 32)
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Transform.create(_ship)
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Transform.set_pos(_ship, app.width/2 / _camera_scale, app.height/2 / _camera_scale)
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Transform.set_pos(_ship, 0, 0)
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} //create_ship
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create_ui_text() {
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_position_text = Entity.create(app.ui)
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_mat_font = Assets.material("luxe: material/font")
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Transform.create(_position_text)
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Transform.set_pos(_position_text, app.width / 2 - 35, 20)
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Text.create(_position_text, _mat_font, 32, "fonts/lato", [1,1,1,1])
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} //create_ui_text
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create_startracker() {
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_star_tracker = Entity.create(app.world, "star_tracker")
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Transform.create(_star_tracker)
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Transform.set_pos(_star_tracker, Transform.get_pos_x(_ship), Transform.get_pos_y(_ship), Transform.get_pos_z(_ship))
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} //create_startracker
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create_starfield() {
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// sometimes you come back to some code and don't remember exactly how it all works
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// that's ok, just trust that past you figured this out, and it works how you want it to
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// hopefully you can figure it out later if needed
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//
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// this makes the starfield background, with randomness applied to the position, size, and set_alpha
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// of each star. stars are parented to _star_tracker, which follows the player around
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// put a value in the new() call to make the same starfield each time
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var rng = Random.new()
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var number_of_stars = 50
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for(i in 0...number_of_stars) {
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var randomness = rng.float(0.5)
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var randomness_x = rng.float()
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var randomness_y = rng.float()
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_star = Entity.create(app.world, "star")
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Transform.create(_star)
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Transform.set_pos(_star, (app.width * randomness_x) - (app.width / 2), (app.height * randomness_y) - (app.height / 2), -1)
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var star_mat = Assets.material("material/star")
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Sprite.create(_star, star_mat, 8 * randomness, 8 * randomness)
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Sprite.set_alpha(_star, randomness)
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// Sprite.set_color(_star, 1, 1, 0, 1)
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Transform.link(_star, _star_tracker)
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_stars.add(_star)
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}
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// debug red star
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// Sprite.set_color(_stars[1], 1, 0, 0, 1)
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} //create_starfield
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// UPDATERS
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///////////
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tick_ship(delta) {
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var input_vec = [get_axis("horizontal"), get_axis("vertical")]
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Math.normalize2D(input_vec)
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// 2d movement physics
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_ship_acceleration_x = input_vec.x * _ship_speed
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_ship_acceleration_y = input_vec.y * _ship_speed
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_ship_velocity_x = _ship_velocity_x + (_ship_acceleration_x * delta)
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_ship_velocity_y = _ship_velocity_y + (_ship_acceleration_y * delta)
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_ship_velocity_x = _ship_velocity_x * _ship_dampening
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_ship_velocity_y = _ship_velocity_y * _ship_dampening
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// rotate ship in direction of movement, if input is detected (solves snap at vel=0)
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if(input_vec.x != 0 || input_vec.y != 0) {
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_ship_rotation = Math.atan2(_ship_velocity_y, _ship_velocity_x) + Math.radians(270)
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Transform.set_euler_world(_ship, 0, 0, _ship_rotation)
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}
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// move ship
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Transform.translate(_ship, _ship_velocity_x, _ship_velocity_y)
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// update position text
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var ship_pos_x_int = Math.floor_around_zero(Transform.get_pos_x(_ship))
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var ship_pos_y_int = Math.floor_around_zero(Transform.get_pos_y(_ship))
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Text.set_text(_position_text, "[%(ship_pos_x_int), %(ship_pos_y_int)]")
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} //tick_ship
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tick_camera(delta) {
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// move the camera, with some lerp delay, along with the ship
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var shipx = Transform.get_pos_x(_ship)
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var shipy = Transform.get_pos_y(_ship)
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var camerax = Transform.get_pos_x(app.camera)
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var cameray = Transform.get_pos_y(app.camera)
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var interpolation = 0.8
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var camera_interp_x = lerp(shipx - _cam_offset_x / 2, camerax, interpolation)
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var camera_interp_y = lerp(shipy - _cam_offset_y / 2, cameray, interpolation)
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Transform.set_pos(app.camera, camera_interp_x, camera_interp_y)
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} //tick_camera
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tick_starfield(delta) {
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//todo: 20191130 - found an interesting bug, where if you (while going super fast) travel out too far, and return to [0,0], the stars will be slightly misaligned. must have something to do with a floating point error while moving the stars around. Went to 25,000 out and saw a slight misalign
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// to fix, can make scrolling more accurate somehow, maybe track a stars movement and see where it gets it's error. probably when having them switch sides
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// another option is to restrict how far out the player can travel from [0,0], either with a hard limit, or some gameplay thing that makes them stay close to base
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Transform.set_pos(_star_tracker, Transform.get_pos_x(app.camera) + _cam_offset_x, Transform.get_pos_y(app.camera) + _cam_offset_y, -1)
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// loop through stars[]
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for(star in _stars) {
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Transform.set_pos_x(star, Transform.get_pos_x(star) + -_ship_velocity_x * (Sprite.get_alpha(star) * 0.5))
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Transform.set_pos_y(star, Transform.get_pos_y(star) + -_ship_velocity_y * (Sprite.get_alpha(star) * 0.5))
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// x pos reset
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if(Transform.get_pos_x(star) > _cam_offset_x * _camera_scale) {
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Transform.set_pos_x(star, -_cam_offset_x * _camera_scale)
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}
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if(Transform.get_pos_x(star) < -_cam_offset_x * _camera_scale) {
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Transform.set_pos_x(star, _cam_offset_x * _camera_scale)
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}
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// y pos reset
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if(Transform.get_pos_y(star) > _cam_offset_y * _camera_scale) {
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Transform.set_pos_y(star, -_cam_offset_y * _camera_scale)
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}
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if(Transform.get_pos_y(star) < -_cam_offset_y * _camera_scale) {
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Transform.set_pos_y(star, _cam_offset_y * _camera_scale)
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}
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}
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} //tick_starfield
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// MISC
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///////
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get_axis(axis) {
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if(axis == "horizontal") {
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var xaxis = 0
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if(Input.key_state_down(Key.key_a) || Input.key_state_down(Key.left)) {
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xaxis = xaxis - 1
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}
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if(Input.key_state_down(Key.key_d) || Input.key_state_down(Key.right)) {
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xaxis = xaxis + 1
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}
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return xaxis
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}
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if(axis == "vertical") {
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var yaxis = 0
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if(Input.key_state_down(Key.key_w) || Input.key_state_down(Key.up)) {
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yaxis = yaxis + 1
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}
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if(Input.key_state_down(Key.key_s) || Input.key_state_down(Key.down)) {
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yaxis = yaxis - 1
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}
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return yaxis
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}
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} //get_axis
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lerp(a, b, t) {
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return a + t * (b - a)
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} //lerp
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destroy() {
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System.print("unready!")
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1
ideas.txt
Normal file
1
ideas.txt
Normal file
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@ -0,0 +1 @@
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new idea for controls. left stick controls which direction you face, triggers used for thrust in that direction (left trig) and weapons (right trig). Have a slow drift/slow down. This allows you to have thrust in one direction, spin around and keep moving in that direction, but shoot behind you/strafe to the side.
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42
log.txt
42
log.txt
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@ -1,4 +1,4 @@
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luxe / Engine / Sat Sep 19 11:33:41 2020
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luxe / Engine / Sat Sep 19 17:34:15 2020
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luxe / Engine / path is `/Users/jonathan/Developer/luxe/space`
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luxe / Engine / 2020.3.0
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luxe / paths / root / located at `/Users/jonathan/.luxe`
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@ -13,7 +13,7 @@ luxe / dev / parcel / adding dependency `luxe` @ `2020.3.0`
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luxe / dev / parcel / - adding scripts from `/Users/jonathan/.luxe/modules/luxe/2020.3.0/api`
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luxe / dev / parcel / - adding assets from `/Users/jonathan/.luxe/modules/luxe/2020.3.0/assets`
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luxe / dev / images / adding unreferenced sources...
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luxe / dev / parcel / entry parcel generated in 13.84982001036406ms
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luxe / dev / parcel / entry parcel generated in 14.66805406380445ms
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luxe / dev / compiler / compiling dev content to `.luxe/` ...
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luxe / dev / compiler / luxe runtime `2020.3.0` at path `/Users/jonathan/.luxe/modules/luxe/2020.3.0` ...
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+ modifier - 0 found
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@ -25,13 +25,14 @@ luxe / dev / compiler / luxe runtime `2020.3.0` at path `/Users/jonathan/.luxe/m
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- `.luxe/entry.settings.lx` > `.luxe/.luxe/entry.settings.lx.814a19b5`
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+ script - 109 found
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- parsing 1 scripts and their imports ...
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- parsing `game.wren` - 4.76327ms
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- parsing `game.wren` - 24.07203ms
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- parsing `random` - 0.00157ms
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- compiling 1 scripts ...
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- parsing `luxe: input` - 288.53514ms
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- parsing `luxe: io` - 5.19695ms
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- parsing `luxe/io` - 0.00157ms
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- parsing `luxe: assets` - 46.15239ms
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- compiled `game.wren` - 352.31519ms
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- parsing `luxe: input` - 287.08386ms
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- parsing `luxe: io` - 5.22745ms
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- parsing `luxe/io` - 0.00143ms
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- parsing `luxe: assets` - 46.46948ms
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- compiled `game.wren` - 403.50771ms
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+ render - 1 found
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+ tiles - 0 found
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+ font - 2 found
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@ -45,17 +46,17 @@ luxe / dev / compiler / luxe runtime `2020.3.0` at path `/Users/jonathan/.luxe/m
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+ mesh - 0 found
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+ ui - 22 found
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luxe / dev / data compile times:
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- / material / spent `3.0556ms`
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- / shaders / spent `5.32095ms`
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- / font / spent `4.19432ms`
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- / material_basis / spent `1.2656ms`
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- / settings / spent `0.99964ms`
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- / script / spent `396.45123ms`
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- / image / spent `4.22433ms`
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- / input / spent `0.59868ms`
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- / render / spent `0.49942ms`
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- / ui / spent `2.76114ms`
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luxe / dev / compiler / compile complete | `168 assets` | `421.0298489779234ms`
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- / material / spent `2.75239ms`
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- / shaders / spent `5.65618ms`
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- / font / spent `4.29496ms`
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- / material_basis / spent `1.50831ms`
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- / settings / spent `1.07576ms`
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- / script / spent `467.68876ms`
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- / image / spent `4.69363ms`
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- / input / spent `0.89061ms`
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- / render / spent `0.52276ms`
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- / ui / spent `2.85538ms`
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luxe / dev / compiler / compile complete | `168 assets` | `493.5020689154044ms`
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luxe / project / info:
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- name: `space`
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- version: `0.0.1`
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@ -118,6 +119,7 @@ luxe / assets / loading `entry parcel` ...
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luxe / assets / loading / bytes `_art/laser.ase`
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luxe / assets / loading / bytes `_art/player_ship.ase`
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luxe / assets / loading / bytes `_art/star.ase`
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luxe / assets / loading / bytes `ideas.txt`
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luxe / assets / loading / input `outline/inputs`
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luxe / assets / loading / ui `luxe: ui/editor.mini.anim.sprite.key`
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luxe / assets / loading / ui `luxe: ui/editor.panel.button`
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@ -141,7 +143,7 @@ luxe / assets / loading `entry parcel` ...
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luxe / assets / loading / ui `luxe: ui/editor.panel.progress`
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luxe / assets / loading / ui `luxe: ui/editor.panel.slider`
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luxe / assets / loading / ui `luxe: ui/editor.panel.text`
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luxe / assets / loaded `entry parcel` with `65 items` in `28.37803307920694ms`
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luxe / assets / loaded `entry parcel` with `66 items` in `28.38667493779212ms`
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luxe / runtime / setting log level `info`
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luxe / assets / input / loading entry input `outline/inputs`
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luxe / render / init renderer script `outline/renderer`
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