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February 12, 2018 16:17
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A quick bullet-velocity demo for my good friend Jade
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-- title: shoot test | |
-- author: vriska done it | |
-- desc: hope this helps | |
-- script: lua | |
-- input: mouse | |
t=0 | |
entities = {} | |
-- This function returns a 2d vector | |
-- 8ased on X, Y and the angle. | |
-- Using it with velocities results | |
-- in it being offset by 45 degrees | |
-- and I have no idea why 8ut that's | |
-- just how it is, yknow. | |
-- | |
-- So if you intend to use this to | |
-- update a bullet position, subtract | |
-- math.rad(45) from whatever angle | |
-- you wanted to use. | |
function rotate(x, y, angle) | |
local cs = math.cos(angle) | |
local sn = math.sin(angle) | |
return { | |
x = x * cs - y * sn, | |
y = x * sn + y * cs | |
} | |
end | |
-- This gets the angle from point A to | |
-- point B. | |
-- I didn't do super gr8 in like. | |
-- School. So if you asked me what it | |
-- actually did I couldn't tell you 8ut | |
-- I can tell you it works which is good | |
-- enough for me. | |
function angle(ax, ay, bx, by) | |
return math.atan2(by-ay, bx-ax) | |
end | |
-- Creates a new entity from scratch. | |
-- Called every time a shoot is done. | |
function entity(x, y, angle) | |
return { | |
x = x, | |
y = y, | |
angle = angle, | |
speed = 150, | |
update = function(self, dt) | |
-- Rotate the speed we're | |
-- moving this bullet at | |
-- by the angle from start | |
-- to where the mouse was at | |
-- when we shot. | |
local offset = rotate( | |
self.speed * dt, | |
self.speed * dt, | |
-- Remember velocities are always | |
-- off by like. 45 degrees. | |
self.angle - math.rad(45) | |
) | |
self.x = self.x + offset.x | |
self.y = self.y + offset.y | |
end | |
} | |
end | |
--[[ Calculate out the delta time. ]] | |
local t = 0 | |
local lt = 0 | |
local dt = 0 | |
-- This just sets where the bullets come | |
-- from. Move it if you want. | |
local start = { | |
x = 120, | |
y = 60 | |
} | |
function TIC() | |
-- Get delta time and reduce it to microseconds | |
lt = t | |
t = time() | |
dt = (t - lt) / 1000 | |
-- Get mouse details. | |
mouseX, mouseY, down = mouse() | |
cls() | |
print(mouseX .. ', ' .. mouseY) | |
spr(1, start.x + 4, start.y + 4) | |
if down then | |
-- Adds a new bullet. | |
table.insert(entities, entity(start.x, start.y, angle(start.x, start.y, mouseX, mouseY))) | |
end | |
for index, entity in pairs(entities) do | |
entity:update(dt) | |
spr(2, entity.x + 4, entity.y + 4, 0) | |
end | |
end | |
-- <TILES> | |
-- 001:0000000000ffff000f0000f00f0ff0f00f0ff0f00f0000f000ffff000f0000f0 | |
-- 002:0000000000000000000ff00000ffff0000ffff00000ff0000000000000000000 | |
-- </TILES> | |
-- <WAVES> | |
-- 000:00000000ffffffff00000000ffffffff | |
-- 001:0123456789abcdeffedcba9876543210 | |
-- 002:0123456789abcdef0123456789abcdef | |
-- </WAVES> | |
-- <SFX> | |
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000 | |
-- </SFX> | |
-- <PALETTE> | |
-- 000:140c1c44243430346d4e4a4e854c30346524d04648757161597dced27d2c8595a16daa2cd2aa996dc2cadad45edeeed6 | |
-- </PALETTE> | |
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