Merge remote-tracking branch 'origin/main' into ui
This commit is contained in:
commit
5bf9e1841a
52
game/love_src/src/new/components/actor.lua
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52
game/love_src/src/new/components/actor.lua
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@ -0,0 +1,52 @@
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local main_wrapper = require "love_src.wrapper.lappy.world"
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local vm = require "lib.vornmath"
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---@class wrappers.Concord.world : lappy.world
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local world = main_wrapper:extend()
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local reap = require("lib.reap")
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local BASE = reap.base_path(...)
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function world:new()
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world.super.new(self, BASE, "actor")
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end
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local default = {
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forward = 0.0,
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steer = 0.0
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}
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function world:load(entity, data)
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self.e = entity
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self.data = data or default
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end
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local function handle_input(v2, accel, brake, steer)
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local desire_forward = 0
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local desire_steer = 0
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if (v2[1] > 0) then
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desire_forward = accel
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elseif (v2[1] < 0) then
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desire_forward = - brake
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end
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if (v2[2] < 0) then
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desire_steer = steer
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elseif (v2[2] > 0) then
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desire_steer = - steer
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end
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return desire_forward, desire_steer
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end
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local function plan()
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return vm.vec2(1.0, 1.0)
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end
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function world:update(dt)
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local accel, brake, steer = self.e.components.racer.data.accel, self.e.components.racer.data.brake, self.e.components.racer.data.steer
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local plan_v = plan()
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local desire_forward, desire_steer = handle_input(plan_v, accel, brake, steer)
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self.data.forward = desire_forward
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self.data.steer = desire_steer
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end
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return world
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37
game/love_src/src/new/components/map.lua
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37
game/love_src/src/new/components/map.lua
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@ -0,0 +1,37 @@
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local vm = require"lib.vornmath"
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local main_wrapper = require "love_src.wrapper.lappy.world"
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---@class wrappers.Concord.world : lappy.world
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local world = main_wrapper:extend()
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local reap = require("lib.reap")
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local BASE = reap.base_path(...)
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function world:new()
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world.super.new(self, BASE, "map")
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end
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local default = {
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drag_movement = 0.0,
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friction = 1.0,
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drag = vm.vec2(1.0, 0.0)
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}
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function world:load(entity, data)
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self.e = entity
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self.data = data or default
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end
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local function debug_data(x, y, r, g, b, to_debug)
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local font_ix = test.draw_font_start()
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test.draw_font_set_base_color(r, g, b)
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for k, v in pairs(to_debug) do
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y = y + test.draw_font(font_ix, string.format("%s : %s", k, v), x, y)
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end
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end
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function world:ui_draw()
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debug_data(650, 800, 1.0, 0.0, 1.0, self.data)
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end
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return world
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51
game/love_src/src/new/components/player.lua
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51
game/love_src/src/new/components/player.lua
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@ -0,0 +1,51 @@
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local main_wrapper = require "love_src.wrapper.lappy.world"
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---@class wrappers.Concord.world : lappy.world
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local world = main_wrapper:extend()
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local reap = require("lib.reap")
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local BASE = reap.base_path(...)
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function world:new()
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world.super.new(self, BASE, "player")
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end
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local function handle_input(accel, brake, steer)
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local up = love.keyboard.isDown("up")
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local down = love.keyboard.isDown("down")
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local left = love.keyboard.isDown("left")
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local right = love.keyboard.isDown("right")
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local desire_forward = 0
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local desire_steer = 0
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if (up) then
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desire_forward = accel
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elseif (down) then
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desire_forward = - brake
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end
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if (left) then
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desire_steer = steer
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elseif (right) then
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desire_steer = - steer
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end
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return desire_forward, desire_steer
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end
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local default = {
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forward = 0.0,
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steer = 0.0
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}
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function world:load(entity, data)
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self.e = entity
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self.data = data or default
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end
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function world:update(dt)
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local accel, brake, steer = self.e.components.racer.data.accel, self.e.components.racer.data.brake, self.e.components.racer.data.steer
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local desire_forward, desire_steer = handle_input(accel, brake, steer)
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self.data.forward = desire_forward
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self.data.steer = desire_steer
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end
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return world
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171
game/love_src/src/new/components/racer.lua
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171
game/love_src/src/new/components/racer.lua
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@ -0,0 +1,171 @@
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local vm = require"lib.vornmath"
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local racing_force = require("love_src.src.system.racing_force")
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local main_wrapper = require "love_src.wrapper.lappy.world"
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---@class wrappers.Concord.world : lappy.world
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local world = main_wrapper:extend()
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local reap = require("lib.reap")
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local BASE = reap.base_path(...)
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function world:new()
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world.super.new(self, BASE, "racer")
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end
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local default = {
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pos = vm.vec2(44.64, 10.87),
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orientation = vm.vec2(0.0, 0.0),
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orientation_speed = vm.vec2(0.0, 0.0),
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min_orientation_speed = -1.0,
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max_orientation_speed = 1.0,
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velocity = vm.vec2(0.0, 0.0),
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max_speed = 0.1,
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min_speed = -0.1,
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inertia = vm.vec2(0.0, 0.0),
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accel = 0.1,
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brake = 0.1,
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grip = 0.1,
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steer = 0.1,
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mass = 0.1,
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streamline = 0.1
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}
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local magic_w = {
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tire = 0.01,
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floor = 0.1,
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forward = 0.01,
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steer = 0.01,
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drag_boost = 0.01,
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drag_halt = 0.1,
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inertia = 0.0,
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centrifugal = 0.1,
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dampening = 0.1
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}
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function world:load(entity, data)
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self.e = entity
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self.data = data or default
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self.map = {}
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end
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function get(s)
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return
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s.data.max_speed,
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s.data.min_speed,
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s.data.velocity,
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s.data.accel,
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s.data.brake,
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s.data.grip,
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s.data.steer,
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s.data.inertia,
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s.data.mass,
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s.data.streamline
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end
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local function rotate_vector(x0, y0, theta)
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local x1 = x0 * math.cos(theta) - y0 * math.sin(theta)
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local y1 = x0 * math.sin(theta) + y0 * math.cos(theta)
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return vm.vec2(x1, y1)
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end
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local function forward_velocity(dt, force, mass, velocity, max_speed, min_speed, dampening)
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if (mass == 0) then
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mass = 1
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end
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local a = force[1] * dt / mass
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local new_velocity = velocity[1] + a
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if (a == 0 and new_velocity > 0.1) then
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new_velocity = velocity[1] - dampening * dt / mass
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elseif (a == 0 and new_velocity < -0.1) then
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new_velocity = velocity[1] + dampening * dt / mass
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elseif (a == 0) then
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new_velocity = 0
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end
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new_velocity = vm.clamp(new_velocity, min_speed, max_speed)
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return new_velocity
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end
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local function orientation_velocity(dt, force, mass, orientation_speed, orientation, max_orientation, min_orientation)
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if (mass == 0) then
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mass = 1
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end
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local a = force[2] / mass
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local new_speed = orientation_speed + a
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new_speed = vm.clamp(new_speed, min_orientation, max_orientation)
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local new_orientation = rotate_vector(orientation[1], orientation[2], new_speed)
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return new_orientation, new_speed
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end
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function world:update_race(dt)
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local x, y = self.data.pos[1], self.data.pos[2]
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local or_x, or_y = self.data.orientation[1], self.data.orientation[2]
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local max_speed, min_speed, velocity, accel, brake, grip, steer, inertia, mass, streamline = get(self)
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local friction, drag, drag_movement = self.map.data.friction, self.map.data.drag, self.map.data.drag_movement
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local desire_forward, desire_steer = self.e.components.actor.data.forward, self.e.components.actor.data.steer
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local force = racing_force(
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desire_forward, desire_steer,
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grip, friction,
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drag, drag_movement, streamline,
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inertia,
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mass,
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magic_w.forward, magic_w.steer,
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magic_w.tire, magic_w.floor,
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magic_w.drag_boost, magic_w.drag_halt,
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magic_w.inertia, magic_w.centrifugal
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)
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local f_v = forward_velocity(dt, force, mass, velocity, max_speed, min_speed, magic_w.dampening)
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local o, o_v = orientation_velocity(dt, force, mass, self.data.orientation_speed, self.data.orientation, self.data.max_orientation_speed, self.data.min_orientation_speed)
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self.data.velocity[1] = f_v
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-- self.data.orientation_speed = o_v
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self.data.orientation = o
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-- if (self.data.velocity[1] ~= 0) then
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self.data.pos = self.data.pos + o * f_v
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-- end
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self.data.inertia = force
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end
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function world:update(dt)
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self:update_race(dt)
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end
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function world:draw()
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local x, y = self.data.pos[1], self.data.pos[2]
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local or_x, or_y = self.data.orientation[1], self.data.orientation[2]
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local vx, vy = self.data.orientation[1] * self.data.velocity[1], self.data.orientation[2] * self.data.velocity[1]
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test.set_sphere(x, y, vx, vy)
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end
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local function debug_data(x, y, r, g, b, to_debug)
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local font_ix = test.draw_font_start()
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test.draw_font_set_base_color(r, g, b)
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for k, v in pairs(to_debug) do
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y = y + test.draw_font(font_ix, string.format("%s : %s", k, v), x, y)
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end
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end
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local function debug_vector(vx, vy)
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local lw, lh = love.graphics.getDimensions()
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test.draw_line_quad_start()
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test.draw_set_color(1.0, 0.0, 0.0) -- r, g, b (0.0 to 1.0)
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test.draw_line(lw/2, lh/2, lw/vx, lh/vy) -- x1, y1, x2, y2
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end
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function world:ui_draw()
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debug_data(650, 0, 1.0, 0.0, 1.0, self.data)
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debug_data(650, 400, 1.0, 0.0, 1.0, magic_w)
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local vx, vy = self.data.orientation[1], self.data.orientation[2]
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debug_vector(vx, vy)
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end
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return world
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131
game/love_src/src/new/world/race.lua
Normal file
131
game/love_src/src/new/world/race.lua
Normal file
@ -0,0 +1,131 @@
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local vm = require"lib.vornmath"
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local main_wrapper = require "love_src.wrapper.lappy.world"
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---@class wrappers.Concord.world : lappy.world
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local world = main_wrapper:extend()
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local reap = require("lib.reap")
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local BASE = reap.base_path(...)
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local default = {
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racers = {
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base = require "love_src.src.new.components.racer"
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}
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}
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local entities_default = {
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{
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components = {
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racer = require("love_src.src.new.components.racer"),
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actor = require("love_src.src.new.components.actor"),
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},
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type = "racer",
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name = "racer 1",
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data = {
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racer = {
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pos = vm.vec2(44.64, 10.87),
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orientation = vm.vec2(1.0, 0.0),
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orientation_speed = 0.0,
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min_orientation_speed = -1.0,
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max_orientation_speed = 1.0,
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velocity = vm.vec2(0.0, 0.0),
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max_speed = 0.3,
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min_speed = -0.3,
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inertia = vm.vec2(0.0, 0.0),
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accel = 0.1,
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brake = 0.1,
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grip = 0.1,
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steer = 0.01,
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mass = 0.1,
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streamline = 0.1
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},
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actor = {
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forward = 0.0,
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steer = 0.0,
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}
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}
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},
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{
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components = {
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map = require"love_src.src.new.components.map"
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},
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type = "map",
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name = "map 1",
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data = {
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map = {
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drag_movement = 0.1,
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friction = 0.1,
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drag = vm.vec2(0.1, 0.0)
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}
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}
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}
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}
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function world:new()
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world.super.new(self, BASE, "race")
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self.is_loaded = false
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self.entities = {}
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end
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function world:load(data, entities_data)
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self.data = data or default
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self.is_loaded = true
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self.entities_data = entities_data or entities_default
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local map
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for _, d in pairs(self.entities_data) do
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local e = {
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type = d.type,
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name = d.name,
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components = {}
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}
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for t, c in pairs(d.components) do
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e.components[t] = c()
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e.components[t]:load(e, d.data[t])
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end
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table.insert(self.entities, e)
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if (e.type == "map") then
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map = e
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end
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||||
end
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||||
for _, e in ipairs(self.entities) do
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if (e.type == "racer") then
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for t, c in pairs(e.components) do
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if (c.name == "racer") then
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c.map = map.components.map
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end
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||||
end
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||||
end
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||||
end
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||||
|
||||
end
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||||
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function world:update(dt)
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for _, e in ipairs(self.entities) do
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for t, c in pairs(e.components) do
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c:update(dt)
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||||
end
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||||
end
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end
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|
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function world:draw()
|
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for _, e in ipairs(self.entities) do
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for t, c in pairs(e.components) do
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c:draw()
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||||
end
|
||||
end
|
||||
end
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|
||||
function world:ui_draw()
|
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for _, e in ipairs(self.entities) do
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for t, c in pairs(e.components) do
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c:ui_draw()
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||||
end
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||||
end
|
||||
end
|
||||
|
||||
return world
|
||||
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