2022-05-22 00:23:27 -04:00

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int g_screenw = 900
int g_screenh = 600
float g_playerMoveSpeed = 400
float g_jumpHeight = 20
bool g_running = false
func Main()
{
// Immediately creates the window, then Start(), then the game loop. The game loop calls Update() every frame
ZS.Graphics.Init("Platformer game", g_screenw, g_screenh)
}
func Start()
{
float centerX = g_screenw / 2
float centerY = g_screenh / 2
global Vec2 g_screencenter = NVec2(centerX, centerY)
Vec2 playerPos = NVec2(0, 0)
Vec2 playerScale = NVec2(16, 16)
global Sprite g_playerSprite = ZS.Graphics.Sprite("./square.png", playerPos, playerScale, 0)
Vec2 groundPos = NVec2(0, -17)
Vec2 groundScale = NVec2(256, 16)
global Sprite g_groundSprite = ZS.Graphics.Sprite("./square.png", groundPos, groundScale, 0)
Vec2 instructionsPos = NVec2(centerOfScreen.x, g_screenh - 60)
global Text g_instructionsText = ZS.Graphics.Text("Use Arrow Keys or WASD to Move, and Spacebar to Jump", "./arial.ttf", instructionsPos, 20, 0, 255, 255, 255)
global Vec2 g_playerTargetPosition = playerPos
}
func Update(deltaTime)
{
float fps = 1 / deltaTime
print "FPS: " + fps
// Test automatic conversion from bool to int
int c = 0 + GetKey("A")
print "Test: " + 0 + c
// Move Left And Right
//
if GetKey("A") == true
{
float newY = g_playerSprite.position.y
float newX = g_playerTargetPosition.x - g_playerMoveSpeed * deltaTime
g_playerTargetPosition = NVec2(newX, newY)
}
if GetKey("D") == true
{
float newY = g_playerSprite.position.y
float newX = g_playerTargetPosition.x + g_playerMoveSpeed * deltaTime
g_playerTargetPosition = NVec2(newX, newY)
}
// Lerps from old position to destination smoothly
float oldX = g_playerSprite.position.x
float newX = g_playerTargetPosition.x
float stopSpeed = deltaTime * lerpSpeed
float lerpedX = Lerp(oldX, newX, stopSpeed)
g_playerSprite.position = NVec2(lerpedX, newY)
// Finally draws all of the sprites
ZS.Graphics.Draw(playerSprite)
ZS.Graphics.Draw(groundSprite)
ZS.Graphics.DrawText(instructionsText)
HandleBallBounce()
}
func Colliding(a, b)
{
bool b = ZS.Physics.AxisAlignedCollision(a, b)
return b
}