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loader: build_module_importation invalidates the mmodule on errors
[nit.git]
/
examples
/
mnit_dino
/
src
/
game_logic.nit
diff --git
a/examples/mnit_dino/src/game_logic.nit
b/examples/mnit_dino/src/game_logic.nit
index
bbf6123
..
8d1a849
100644
(file)
--- a/
examples/mnit_dino/src/game_logic.nit
+++ b/
examples/mnit_dino/src/game_logic.nit
@@
-159,19
+159,30
@@
end
class Entity
super Turnable
class Entity
super Turnable
- fun run_over_distance: Int do return 500
+ fun run_over_distance_x: Int do return 50
+ fun run_over_distance_y: Int do return 16
+
var pos = new GamePos( 0, 0 )
fun squared_dist_with_dino( game : Game ) : Int
do
return pos.squared_dist_with( game.dino.pos )
end
var pos = new GamePos( 0, 0 )
fun squared_dist_with_dino( game : Game ) : Int
do
return pos.squared_dist_with( game.dino.pos )
end
+
+ fun under_dino(game: Game): Bool
+ do
+ var dy = pos.y - game.dino.pos.y
+ if dy.abs > run_over_distance_y then return false
+
+ var dx = pos.x - game.dino.pos.x
+ return dx.abs <= run_over_distance_x
+ end
end
class MovingEntity
super Entity
end
class MovingEntity
super Entity
- var going_to : nullable GamePos writable = null
+ var going_to : nullable GamePos = null is writable
fun speed : Int is abstract
fun speed : Int is abstract
@@
-233,8
+244,7
@@
class Dino
end
for i in t.game.items_on_ground do
end
for i in t.game.items_on_ground do
- var dwd = i.squared_dist_with_dino(t.game)
- if dwd < i.run_over_distance then
+ if i.under_dino(t.game) then
t.game.items_on_ground.remove i
t.game.entities.remove i
end
t.game.items_on_ground.remove i
t.game.entities.remove i
end
@@
-267,20
+277,20
@@
class Caveman
fun is_afraid( turn : Turn ) : Bool do return turn.nbr < afraid_until
fun can_throw( turn : Turn ) : Bool do return cannot_throw_until < turn.nbr
fun is_afraid( turn : Turn ) : Bool do return turn.nbr < afraid_until
fun can_throw( turn : Turn ) : Bool do return cannot_throw_until < turn.nbr
+ fun die(turn: Turn) do is_alive = false
redef fun do_turn( t )
do
if is_alive then
redef fun do_turn( t )
do
if is_alive then
- var dwd = squared_dist_with_dino( t.game )
-
- if dwd < run_over_distance then
- if t.game.dino.is_alive then is_alive = false
+ if under_dino(t.game) then
+ if t.game.dino.is_alive then die(t)
return
else if is_afraid( t ) then
# going to destination
else if t.game.dino.life <= 0 then
# dino is dead, chill
else
return
else if is_afraid( t ) then
# going to destination
else if t.game.dino.life <= 0 then
# dino is dead, chill
else
+ var dwd = squared_dist_with_dino( t.game )
if dwd < fear_distance then
afraid_until = t.nbr + fear_duration
if dwd < fear_distance then
afraid_until = t.nbr + fear_duration
@@
-347,6
+357,12
@@
class Javelin
else
if z <= 0 then
hit_ground = true
else
if z <= 0 then
hit_ground = true
+ if thrown_angle_xy.cos > 0.0 then
+ angle = pi*5.0/8.0+(pi/4.0).rand
+ else
+ # left of the screen
+ angle = pi*9.0/8.0+(pi/4.0).rand
+ end
else
# in the air
speed_z += gravity
else
# in the air
speed_z += gravity
@@
-370,7
+386,8
@@
class Bush super Entity end
# Sort entities on screen in order of Y, entities in the back are drawn first
class EntitiesSorter
# Sort entities on screen in order of Y, entities in the back are drawn first
class EntitiesSorter
- super AbstractSorter[Entity]
+ super Comparator
+ redef type COMPARED: Entity
redef fun compare(a, b) do return b.pos.y <=> a.pos.y
end
redef fun compare(a, b) do return b.pos.y <=> a.pos.y
end