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(import utils [sub-points 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"]))
        dist (sub-points entity.pos player.pos)
        direction (.x-from-move Direction dist)]
    ;; If facing the player and within reach, attack)
    (when (and (= direction entity.facing)
               (< (get dist 1) 1) ;; Same level
               (< (abs (get dist 0)) 2)
               (not entity.attacking))
      (setv entity.attacking True)
      (print "attack")
      )
    ))