Merge remote-tracking branch 'origin/main' into ui

This commit is contained in:
fnicon 2026-03-23 03:10:21 +09:00
commit 5bf9e1841a
5 changed files with 442 additions and 0 deletions

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local main_wrapper = require "love_src.wrapper.lappy.world"
local vm = require "lib.vornmath"
---@class wrappers.Concord.world : lappy.world
local world = main_wrapper:extend()
local reap = require("lib.reap")
local BASE = reap.base_path(...)
function world:new()
world.super.new(self, BASE, "actor")
end
local default = {
forward = 0.0,
steer = 0.0
}
function world:load(entity, data)
self.e = entity
self.data = data or default
end
local function handle_input(v2, accel, brake, steer)
local desire_forward = 0
local desire_steer = 0
if (v2[1] > 0) then
desire_forward = accel
elseif (v2[1] < 0) then
desire_forward = - brake
end
if (v2[2] < 0) then
desire_steer = steer
elseif (v2[2] > 0) then
desire_steer = - steer
end
return desire_forward, desire_steer
end
local function plan()
return vm.vec2(1.0, 1.0)
end
function world:update(dt)
local accel, brake, steer = self.e.components.racer.data.accel, self.e.components.racer.data.brake, self.e.components.racer.data.steer
local plan_v = plan()
local desire_forward, desire_steer = handle_input(plan_v, accel, brake, steer)
self.data.forward = desire_forward
self.data.steer = desire_steer
end
return world

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local vm = require"lib.vornmath"
local main_wrapper = require "love_src.wrapper.lappy.world"
---@class wrappers.Concord.world : lappy.world
local world = main_wrapper:extend()
local reap = require("lib.reap")
local BASE = reap.base_path(...)
function world:new()
world.super.new(self, BASE, "map")
end
local default = {
drag_movement = 0.0,
friction = 1.0,
drag = vm.vec2(1.0, 0.0)
}
function world:load(entity, data)
self.e = entity
self.data = data or default
end
local function debug_data(x, y, r, g, b, to_debug)
local font_ix = test.draw_font_start()
test.draw_font_set_base_color(r, g, b)
for k, v in pairs(to_debug) do
y = y + test.draw_font(font_ix, string.format("%s : %s", k, v), x, y)
end
end
function world:ui_draw()
debug_data(650, 800, 1.0, 0.0, 1.0, self.data)
end
return world

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local main_wrapper = require "love_src.wrapper.lappy.world"
---@class wrappers.Concord.world : lappy.world
local world = main_wrapper:extend()
local reap = require("lib.reap")
local BASE = reap.base_path(...)
function world:new()
world.super.new(self, BASE, "player")
end
local function handle_input(accel, brake, steer)
local up = love.keyboard.isDown("up")
local down = love.keyboard.isDown("down")
local left = love.keyboard.isDown("left")
local right = love.keyboard.isDown("right")
local desire_forward = 0
local desire_steer = 0
if (up) then
desire_forward = accel
elseif (down) then
desire_forward = - brake
end
if (left) then
desire_steer = steer
elseif (right) then
desire_steer = - steer
end
return desire_forward, desire_steer
end
local default = {
forward = 0.0,
steer = 0.0
}
function world:load(entity, data)
self.e = entity
self.data = data or default
end
function world:update(dt)
local accel, brake, steer = self.e.components.racer.data.accel, self.e.components.racer.data.brake, self.e.components.racer.data.steer
local desire_forward, desire_steer = handle_input(accel, brake, steer)
self.data.forward = desire_forward
self.data.steer = desire_steer
end
return world

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local vm = require"lib.vornmath"
local racing_force = require("love_src.src.system.racing_force")
local main_wrapper = require "love_src.wrapper.lappy.world"
---@class wrappers.Concord.world : lappy.world
local world = main_wrapper:extend()
local reap = require("lib.reap")
local BASE = reap.base_path(...)
function world:new()
world.super.new(self, BASE, "racer")
end
local default = {
pos = vm.vec2(44.64, 10.87),
orientation = vm.vec2(0.0, 0.0),
orientation_speed = vm.vec2(0.0, 0.0),
min_orientation_speed = -1.0,
max_orientation_speed = 1.0,
velocity = vm.vec2(0.0, 0.0),
max_speed = 0.1,
min_speed = -0.1,
inertia = vm.vec2(0.0, 0.0),
accel = 0.1,
brake = 0.1,
grip = 0.1,
steer = 0.1,
mass = 0.1,
streamline = 0.1
}
local magic_w = {
tire = 0.01,
floor = 0.1,
forward = 0.01,
steer = 0.01,
drag_boost = 0.01,
drag_halt = 0.1,
inertia = 0.0,
centrifugal = 0.1,
dampening = 0.1
}
function world:load(entity, data)
self.e = entity
self.data = data or default
self.map = {}
end
function get(s)
return
s.data.max_speed,
s.data.min_speed,
s.data.velocity,
s.data.accel,
s.data.brake,
s.data.grip,
s.data.steer,
s.data.inertia,
s.data.mass,
s.data.streamline
end
local function rotate_vector(x0, y0, theta)
local x1 = x0 * math.cos(theta) - y0 * math.sin(theta)
local y1 = x0 * math.sin(theta) + y0 * math.cos(theta)
return vm.vec2(x1, y1)
end
local function forward_velocity(dt, force, mass, velocity, max_speed, min_speed, dampening)
if (mass == 0) then
mass = 1
end
local a = force[1] * dt / mass
local new_velocity = velocity[1] + a
if (a == 0 and new_velocity > 0.1) then
new_velocity = velocity[1] - dampening * dt / mass
elseif (a == 0 and new_velocity < -0.1) then
new_velocity = velocity[1] + dampening * dt / mass
elseif (a == 0) then
new_velocity = 0
end
new_velocity = vm.clamp(new_velocity, min_speed, max_speed)
return new_velocity
end
local function orientation_velocity(dt, force, mass, orientation_speed, orientation, max_orientation, min_orientation)
if (mass == 0) then
mass = 1
end
local a = force[2] / mass
local new_speed = orientation_speed + a
new_speed = vm.clamp(new_speed, min_orientation, max_orientation)
local new_orientation = rotate_vector(orientation[1], orientation[2], new_speed)
return new_orientation, new_speed
end
function world:update_race(dt)
local x, y = self.data.pos[1], self.data.pos[2]
local or_x, or_y = self.data.orientation[1], self.data.orientation[2]
local max_speed, min_speed, velocity, accel, brake, grip, steer, inertia, mass, streamline = get(self)
local friction, drag, drag_movement = self.map.data.friction, self.map.data.drag, self.map.data.drag_movement
local desire_forward, desire_steer = self.e.components.actor.data.forward, self.e.components.actor.data.steer
local force = racing_force(
desire_forward, desire_steer,
grip, friction,
drag, drag_movement, streamline,
inertia,
mass,
magic_w.forward, magic_w.steer,
magic_w.tire, magic_w.floor,
magic_w.drag_boost, magic_w.drag_halt,
magic_w.inertia, magic_w.centrifugal
)
local f_v = forward_velocity(dt, force, mass, velocity, max_speed, min_speed, magic_w.dampening)
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)
self.data.velocity[1] = f_v
-- self.data.orientation_speed = o_v
self.data.orientation = o
-- if (self.data.velocity[1] ~= 0) then
self.data.pos = self.data.pos + o * f_v
-- end
self.data.inertia = force
end
function world:update(dt)
self:update_race(dt)
end
function world:draw()
local x, y = self.data.pos[1], self.data.pos[2]
local or_x, or_y = self.data.orientation[1], self.data.orientation[2]
local vx, vy = self.data.orientation[1] * self.data.velocity[1], self.data.orientation[2] * self.data.velocity[1]
test.set_sphere(x, y, vx, vy)
end
local function debug_data(x, y, r, g, b, to_debug)
local font_ix = test.draw_font_start()
test.draw_font_set_base_color(r, g, b)
for k, v in pairs(to_debug) do
y = y + test.draw_font(font_ix, string.format("%s : %s", k, v), x, y)
end
end
local function debug_vector(vx, vy)
local lw, lh = love.graphics.getDimensions()
test.draw_line_quad_start()
test.draw_set_color(1.0, 0.0, 0.0) -- r, g, b (0.0 to 1.0)
test.draw_line(lw/2, lh/2, lw/vx, lh/vy) -- x1, y1, x2, y2
end
function world:ui_draw()
debug_data(650, 0, 1.0, 0.0, 1.0, self.data)
debug_data(650, 400, 1.0, 0.0, 1.0, magic_w)
local vx, vy = self.data.orientation[1], self.data.orientation[2]
debug_vector(vx, vy)
end
return world

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local vm = require"lib.vornmath"
local main_wrapper = require "love_src.wrapper.lappy.world"
---@class wrappers.Concord.world : lappy.world
local world = main_wrapper:extend()
local reap = require("lib.reap")
local BASE = reap.base_path(...)
local default = {
racers = {
base = require "love_src.src.new.components.racer"
}
}
local entities_default = {
{
components = {
racer = require("love_src.src.new.components.racer"),
actor = require("love_src.src.new.components.actor"),
},
type = "racer",
name = "racer 1",
data = {
racer = {
pos = vm.vec2(44.64, 10.87),
orientation = vm.vec2(1.0, 0.0),
orientation_speed = 0.0,
min_orientation_speed = -1.0,
max_orientation_speed = 1.0,
velocity = vm.vec2(0.0, 0.0),
max_speed = 0.3,
min_speed = -0.3,
inertia = vm.vec2(0.0, 0.0),
accel = 0.1,
brake = 0.1,
grip = 0.1,
steer = 0.01,
mass = 0.1,
streamline = 0.1
},
actor = {
forward = 0.0,
steer = 0.0,
}
}
},
{
components = {
map = require"love_src.src.new.components.map"
},
type = "map",
name = "map 1",
data = {
map = {
drag_movement = 0.1,
friction = 0.1,
drag = vm.vec2(0.1, 0.0)
}
}
}
}
function world:new()
world.super.new(self, BASE, "race")
self.is_loaded = false
self.entities = {}
end
function world:load(data, entities_data)
self.data = data or default
self.is_loaded = true
self.entities_data = entities_data or entities_default
local map
for _, d in pairs(self.entities_data) do
local e = {
type = d.type,
name = d.name,
components = {}
}
for t, c in pairs(d.components) do
e.components[t] = c()
e.components[t]:load(e, d.data[t])
end
table.insert(self.entities, e)
if (e.type == "map") then
map = e
end
end
for _, e in ipairs(self.entities) do
if (e.type == "racer") then
for t, c in pairs(e.components) do
if (c.name == "racer") then
c.map = map.components.map
end
end
end
end
end
function world:update(dt)
for _, e in ipairs(self.entities) do
for t, c in pairs(e.components) do
c:update(dt)
end
end
end
function world:draw()
for _, e in ipairs(self.entities) do
for t, c in pairs(e.components) do
c:draw()
end
end
end
function world:ui_draw()
for _, e in ipairs(self.entities) do
for t, c in pairs(e.components) do
c:ui_draw()
end
end
end
return world