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-;;; Copyright (C) 2025 Gene Pasquet
-;;;
-;;; This program is free software: you can redistribute it and/or modify
-;;; it under the terms of the GNU General Public License as published by
-;;; the Free Software Foundation, either version 3 of the License, or
-;;; (at your option) any later version.
-;;;
-;;; This program is distributed in the hope that it will be useful,
-;;; but WITHOUT ANY WARRANTY; without even the implied warranty of
-;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-;;; GNU General Public License for more details.
-;;;
-;;; You should have received a copy of the GNU General Public License
-;;; along with this program. If not, see <https://www.gnu.org/licenses/>.
-
-(import utils [sub-points distance Direction])
-
-;; Define systems here
-(setv GRAVITY 5)
-
-(defclass GoalHit [Exception])
-
-(defn entities-by-type [entities types]
- (gfor ent entities
- :if (in ent.type types)
- ent))
-
-(defmacro defsystem [name pred #* body]
- `(defn ~name [entity entities]
- (when ~pred
- ~@body)))
-
-(defsystem apply-gravity
- (not entity.fixed)
- (.move entity #(0 GRAVITY)))
-
-(defsystem apply-collisions
- (not entity.fixed)
- (for [ent (gfor enti entities
- :if (!= enti.id entity.id)
- enti)]
- (when (.colliderect entity.rect ent.rect)
- (if (= ent.type "goal")
- (raise (GoalHit))
- (let [collision-rect (.clip entity.rect ent.rect)
- move-x (get entity.total-move 0)
- move-y (get entity.total-move 1)]
- (when (!= move-x 0)
- (.move entity #((* (if (> move-x 0) -1 1) collision-rect.width) 0)))
- (when (!= move-y 0)
- (.move entity #(0 (* (if (> move-y 0) -1 1) collision-rect.height))))))
- (.ground entity))))
-
-(defsystem run-enemies
- (= entity.type "enemy")
- ;; If the player is on the tile next to the enemy, attack.
- (let [player (next (entities-by-type entities ["player"]))
- delta (sub-points entity.pos player.pos)
- dist (distance entity.pos player.pos)
- direction (.x-from-move Direction delta)]
- ;; If facing the player and within reach, attack)
- (when (and (= direction entity.facing)
- (< (get delta 1) 1) ;; Same level
- (< (abs (get delta 0)) 2)
- (not entity.attacking))
- (.attack entity))
- ;; If not facing the player, turn to face
- (when (and (< dist 5)
- (!= direction entity.facing))
- (.move entity #((if (< (get delta 0) 0) -1 1) 0)))
- ))