# limitations under the License.
# Entire game logic for the Dino game
-# Depends only on Nit standard library
+# Depends only on Nit `core` library
module game_logic
interface Turnable
var over_since = 0
- var score: Container[Int]
+ var score: Ref[Int]
var random_radius_min = 200
var random_radius_max = 400
var entities_sorter = new EntitiesSorter
- init( cavemen_nbr : Int, score: Container[Int] )
+ init( cavemen_nbr : Int, score: Ref[Int] )
do
srand_from(cavemen_nbr)
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
+
+ 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
- var going_to : nullable GamePos writable = null
+ var going_to : nullable GamePos = null is writable
fun speed : Int is abstract
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
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 under_dino(t.game) then
if t.game.dino.is_alive then die(t)
return
else if is_afraid( t ) then
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
# 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