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main.lua
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main.lua
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local bump3dpd = require 'bump-3dpd'
local seed = os.time()
print('Seeding RNG with: ' .. seed)
math.randomseed(seed)
io.stdout:setvbuf("no") -- Enable console output.
local isDrawConsole = false
local collisionsThisTick = 0
local world = bump3dpd.newWorld()
local entities = {}
local player
local consoleBuffer = {}
local consoleBufferSize = 15
for i = 1, consoleBufferSize do
consoleBuffer[i] = ''
end
local function addBlock(x,y,z,w,h,d)
local block = {
name = 'block',
color = {
r = 1,
g = 0,
b = 0,
},
}
world:add(block, x,y,z,w,h,d)
table.insert(entities, block)
return block
end
local function createPlayer()
local PLAYER_HEIGHT = 25
player = {
name = 'player',
x = 50,
y = 50,
z = -PLAYER_HEIGHT,
w = 20,
h = 20,
d = PLAYER_HEIGHT,
zVelocity = 0,
speed = 140,
jump = 375,
gravity = 750,
color = {
r = 0,
g = 1,
b = 0,
},
}
world:add(player, player.x, player.y, player.z, player.w, player.h, player.d)
table.insert(entities, player)
end
function love.load()
-- Add floor.
local floor = addBlock(0, 0, 0, 800, 600, 5)
floor.invisible = true
-- Add walls around the edge.
addBlock( 0, 0, -20, 800-32, 32, 20)
addBlock(800-32, 0, -20, 32, 600-32, 20)
addBlock( 32, 600-32, -20, 800-32, 32, 20)
addBlock( 0, 32, -20, 32, 600-32, 20)
-- Add 30 random blocks. No intersection.
for _ = 1, 30 do
local verticalMagnitude = math.random(10, 100)
local x = math.random(100, 600)
local y = math.random(100, 400)
local z = verticalMagnitude * -1
local w = math.random(10, 100)
local h = math.random(10, 100)
local d = verticalMagnitude
local _, len = world:queryCube(x, y, z, w, h, d)
if len == 0 then
addBlock(x, y, z, w, h, d)
end
end
createPlayer()
end
local function consolePrint(msg)
table.remove(consoleBuffer,1)
consoleBuffer[consoleBufferSize] = msg
end
local function updatePlayer(dt)
local dx, dy = 0, 0
-- Walking
if love.keyboard.isDown('right') then
dx = player.speed * dt
end
if love.keyboard.isDown('left') then
dx = -player.speed * dt
end
if love.keyboard.isDown('down') then
dy = player.speed * dt
end
if love.keyboard.isDown('up') then
dy = -player.speed * dt
end
-- Jumping
local isOnGround = player.zVelocity == 0
if isOnGround and love.keyboard.isDown('space') then
player.zVelocity = player.jump * -1
end
-- Apply gravity.
player.zVelocity = player.zVelocity + player.gravity * dt
if dx ~= 0 or dy ~= 0 or player.zVelocity ~= 0 then
local cols
player.x, player.y, player.z, cols, collisionsThisTick = world:move(
player,
player.x + dx,
player.y + dy,
player.z + player.zVelocity * dt
)
-- if collisionsThisTick >= 1 then
-- local Serpent = require 'demolibs.serpent'
-- print(Serpent.block(cols))
-- end
for i = collisionsThisTick, 1, -1 do
local col = cols[i]
consolePrint(("col.other = %s, col.type = %s, col.normal = %d,%d,%d"):format(
col.other,
col.type,
col.normal.x,
col.normal.y,
col.normal.z
))
if col.normal.z ~= 0 then
player.zVelocity = 0
end
end
end
end
local memoryTotalLastFrame = 0
local memoryChangeThisFrame = 0
local function calculateMemoryChangeThisFrame()
local memoryTotalThisFrame = collectgarbage("count")
memoryChangeThisFrame = memoryTotalThisFrame - memoryTotalLastFrame
memoryTotalLastFrame = memoryTotalThisFrame
end
function love.update(dt)
collisionsThisTick = 0
if love.keyboard.isDown('lshift') or love.keyboard.isDown('rshift') then
dt = dt / 100
end
updatePlayer(dt)
calculateMemoryChangeThisFrame()
end
local function drawPlayerShadow()
local color = player.color
love.graphics.setColor(color.r * 0.15, color.g * 0.15, color.b * 0.15)
local x,y,_,w,h,_ = world:getCube(player)
love.graphics.rectangle("fill", x, y, w, h)
end
-- Z-Sorting algorithm implementation was largely informed by this excellent blog post:
-- http://andrewrussell.net/2016/06/how-2-5d-sorting-works-in-river-city-ransom-underground/
local getZSortedItems
do
-- We use the original, 2d version of bump.lua in order to detect which items
-- overlap when painting the world.
-- https://github.com/kikito/bump.lua
local bump2d = require 'demolibs.bump'
-- Topological sorting library.
-- https://github.com/bungle/lua-resty-tsort
local tsort = require 'demolibs.tsort'
local world2d = bump2d.newWorld()
getZSortedItems = function()
-- Add or update draw positions of all visible items.
for _, item in ipairs(world:getItems()) do
if item.invisible ~= true then
local x,y,z,w,h,d = world:getCube(item)
if world2d:hasItem(item) then
world2d:update(item, x, y + z)
else
world2d:add(item, x, y + z, w, h + d)
end
end
end
local graph = tsort.new()
local noOverlap = {}
-- Iterate through all visible items, and calculate ordering of all pairs
-- of overlapping items.
-- TODO: Each pair is calculated twice currently. Maybe this is slow?
for _, itemA in ipairs(world2d:getItems()) do repeat
local x, y, w, h = world2d:getRect(itemA)
local otherItemsFilter = function(other) return other ~= itemA end
local overlapping, len = world2d:queryRect(x, y, w, h, otherItemsFilter)
if len == 0 then
table.insert(noOverlap, itemA)
break
end
local _, aY, aZ, _, aH, aD = world:getCube(itemA)
for _, itemB in ipairs(overlapping) do
local _, bY, bZ, _, bH, bD = world:getCube(itemB)
if aZ + aD <= bZ then
-- item A is completely above item B
graph:add(itemB, itemA)
elseif bZ + bD <= aZ then
-- item B is completely above item A
graph:add(itemA, itemB)
elseif aY + aH <= bY then
-- item A is completely behind item B
graph:add(itemA, itemB)
elseif bY + bH <= aY then
-- item B is completely behind item A
graph:add(itemB, itemA)
elseif aY + aZ + aH + aD >= bY + bZ + bH + bD then
-- item A's forward-most point is in front of item B's forward-most point
graph:add(itemB, itemA)
else
-- item B's forward-most point is in front of item A's forward-most point
graph:add(itemA, itemB)
end
end
until true end
local sorted, err = graph:sort()
if err then
error(err)
end
for _, item in ipairs(noOverlap) do
table.insert(sorted, item)
end
return sorted
end
end
local drawWorld
do
local _ITEM
local function SET_ALPHA(alpha)
love.graphics.setColor(
_ITEM.color.r * alpha,
_ITEM.color.g * alpha,
_ITEM.color.b * alpha
)
end
local function DRAW_ITEM(item)
if item.invisible then
return
end
_ITEM = item
local x,y,z,w,h,d = world:getCube(item)
-- Front Side
SET_ALPHA(0.3)
love.graphics.rectangle("fill", x, y + z + h, w, d)
SET_ALPHA(1)
love.graphics.rectangle("line", x, y + z + h, w, d)
-- Top
SET_ALPHA(0.5)
love.graphics.rectangle("fill", x, y + z, w, h)
SET_ALPHA(1)
love.graphics.rectangle("line", x, y + z, w, h)
_ITEM = nil
end
drawWorld = function()
drawPlayerShadow()
-- for _, item in ipairs(entities) do
for _, item in ipairs(getZSortedItems()) do
DRAW_ITEM(item)
end
end
end
local INSTRUCTIONS = [[
bump-3dpd simple demo
arrows: move
space: jump
tab: toggle console info
delete: run garbage collector
]]
local function drawInstructions()
love.graphics.setColor(1, 1, 1)
love.graphics.print(INSTRUCTIONS, 550, 10)
end
local DEBUG_TEMPLATE = "fps: %d, mem: %dKB, mem/frame: %.3fKB, collisions: %d, items: %d"
local function drawDebug()
local statistics = DEBUG_TEMPLATE:format(
love.timer.getFPS(),
collectgarbage("count"),
memoryChangeThisFrame,
collisionsThisTick,
world:countItems(),
player.x,
player.y,
player.z
)
love.graphics.setColor(1, 1, 1)
love.graphics.printf(statistics, 0, 580, 790, 'right')
end
local function drawConsole()
for i = 1, consoleBufferSize do
love.graphics.setColor(1, 1, 1, i / consoleBufferSize)
love.graphics.printf(consoleBuffer[i], 10, 580-(consoleBufferSize - i)*12, 790, "left")
end
end
function love.draw()
drawWorld()
drawInstructions()
drawDebug()
if isDrawConsole then
drawConsole()
end
end
function love.keypressed(k)
if k == "escape" then
love.event.quit()
end
if k == "tab" then
isDrawConsole = not isDrawConsole
end
if k == "delete" then
collectgarbage("collect")
end
end