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game.janet
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game.janet
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(def actions {:up 0
:down 1
:left 2
:right 3})
(def bindings @{(actions :up) [input/key/w input/gamepad/dpad/up]
(actions :down) [input/key/s input/gamepad/dpad/down]
(actions :left) [input/key/a input/gamepad/dpad/left]
(actions :right) [input/key/d input/gamepad/dpad/right]})
(def player-max-speed 1.0)
(def player-accel 0.2)
(def state @{:camera nil
:doll-asset: nil
:player: nil
:player-velocity 0.0
:player-angular-velocity 0.0})
(defn init []
(set (state :doll-asset) (asset/load "doll" "assets/dolls/character.doll"))
(set (state :camera) (game/object @{:x 0.0 :y 0.0 :z 0.0} @{:x 0.0 :y 0.0 :z 0.0} @{:x 0.0 :y 0.0 :z 0.0 :w 1.0}))
(game/object/set (state :camera) component/camera (cam/orbit @{:min-dist 1.0
:max-dist 50.0
:center @{:x 0 :y 0 :z 0}
:distance 5.0
:latitude 45.0
:longitude 0.0
:nearz 0.01
:farz 2000.0}))
(v3d/cube @[0.0 5.0 0.0] @[1.0 1.0 1.0])
(v3d/cube @[0.0 -0.9375 0.0] @[5.0 0.125 5.0])
(set (state :player) (game/object @{:x 0.0 :y 0.0 :z 0.0} @{:x 1.0 :y 1.0 :z 1.0} @{:x 0.0 :y 0.0 :z 0.0 :w 1.0}))
(game/object/set (state :player) component/doll (v3d/doll/create (state :doll-asset)))
(loop [[action binding] :pairs bindings]
(if (not= (get binding 0) input/invalid)
(input/bind input/layer/user (get binding 0) action))
(if (not= (get binding 1) input/invalid)
(input/bind input/layer/user (get binding 1) action))))
(defn event [e])
(defn update-player [dt cam]
(var {:position {:x player-x
:y player-y
:z player-z}
:rotation player-rot} (game/object/get (state :player) component/transform))
(def {:eye_pos
{:x cam-x :y cam-y :z cam-z}
:eye_dir
{:x cam-dir-x :y cam-dir-y :z cam-dir-z}} cam)
(def doll (game/object/get (state :player) component/doll))
(def delta (* 30 dt))
(def speed (* 0.2 delta))
(if (not= (input/state (actions :up)) 0)
(do
(set (state :player-velocity) (+ (state :player-velocity) player-accel))
(if (> (state :player-velocity) player-max-speed)
(set (state :player-velocity) player-max-speed)))
(if (not= (input/state (actions :down)) 0)
(do
(set (state :player-velocity) (- (state :player-velocity) player-accel))
(if (< (state :player-velocity) (- player-max-speed))
(set (state :player-velocity) (- player-max-speed))))
(if (< (state :player-velocity) 0)
(do
(set (state :player-velocity) (+ (state :player-velocity) player-accel))
(if (>= (state :player-velocity) 0)
(set (state :player-velocity) 0)))
(do
(set (state :player-velocity) (- (state :player-velocity) player-accel))
(if (<= (state :player-velocity) 0)
(set (state :player-velocity) 0))))))
(cond
(> (input/state (actions :right)) 0) (do
(set (state :player-angular-velocity) (+ (state :player-angular-velocity) player-accel))
(if (> (state :player-angular-velocity) player-max-speed)
(set (state :player-angular-velocity) player-max-speed)))
(> (input/state (actions :left)) 0) (do
(set (state :player-angular-velocity) (- (state :player-angular-velocity) player-accel))
(if (< (state :player-angular-velocity) (- player-max-speed))
(set (state :player-angular-velocity) (- player-max-speed))))
(if (< (state :player-angularvelocity) 0)
(do
(set (state :player-angular-velocity) (+ (state :player-angular-velocity) player-accel))
(if (>= (state :player-angular-velocity) 0)
(set (state :player-angular-velocity) 0)))
(do
(set (state :player-angular-velocity) (- (state :player-angular-velocity) player-accel))
(if (<= (state :player-angular-velocity) 0)
(set (state :player-angular-velocity) 0)))))
(def rot (math/mul-q (math/axis-angle-q @{:x 0 :y 1 :z 0} (math/to-rad (* (* speed (state :player-angular-velocity)) 20))) player-rot))
(def pos
(math/add-v3
@{:x player-x :y player-y :z player-z}
(math/mul-v3f
(math/rotate-v3q
@{:x 0 :y 0 :z 1}
rot)
(* speed (state :player-velocity)))))
(game/object/set (state :player) component/doll
@{:blend_ratio (math/abs (state :player-velocity))})
(game/object/set (state :player) component/transform
@{:position pos
:rotation rot})
(set (cam :center) pos)
(game/object/set (state :camera) component/camera cam))
(defn update [dt]
(var camera (game/object/get (state :camera) component/camera))
(update-player dt camera)
(game/object/set (state :camera) component/camera (cam/update camera))
(dbg/draw/camera camera)
(dbg/draw/grid 0)
(v3d/draw camera))
(defn shutdown [])
(defn voodoo []
(setdyn :pretty-format "%m")
@{:width 960
:height 540
:init init
:event event
:update update
:shutdown shutdown})