implement player dir, clean code

This commit is contained in:
zapashcanon 2022-12-08 04:08:27 +01:00
parent 365c558f35
commit 549aa39e09
Signed by untrusted user who does not match committer: zapashcanon
GPG Key ID: 8981C3C62D1D28F1
4 changed files with 82 additions and 56 deletions

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@ -16,7 +16,10 @@ let get request =
~a:[ a_id "canvas" ]
[ txt "please update your browser or enable javascript" ]
in
let images = List.map mk_img [ "grass"; "papy_bottom"; "water" ] in
let images =
List.map mk_img
[ "grass"; "papy_left"; "papy_right"; "papy_down"; "papy_up"; "water" ]
in
let page = div ~a:[ a_class [ "centered" ] ] @@ (canvas :: images) in

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@ -10,6 +10,12 @@ end
let () = Random.self_init ()
type dir =
| Left
| Right
| Down
| Up
module Map = struct
type background =
| Grass
@ -22,6 +28,8 @@ module Map = struct
let player_pos = ref (20, 3)
let player_dir = ref Down
let m =
Array.init width (fun _x ->
Array.init height (fun _y ->
@ -47,13 +55,6 @@ let canvas =
let context = C2d.get_context canvas
let init () =
Canvas.set_w canvas width;
Canvas.set_h canvas height;
C2d.set_fill_style context (C2d.color (Jstr.v "#FF1188"));
C2d.fill_rect context ~x:0. ~y:0. ~w:(float_of_int width)
~h:(float_of_int height)
let tiles_per_w =
let n = width / tile_size in
if n mod 2 = 0 then n - 1 else n
@ -68,65 +69,87 @@ let orig_y = (height - (tiles_per_h * tile_size)) / 2
let grass = C2d.image_src_of_el (get_el "grass")
let papy_bottom = C2d.image_src_of_el (get_el "papy_bottom")
let papy_left = C2d.image_src_of_el (get_el "papy_left")
let papy_right = C2d.image_src_of_el (get_el "papy_right")
let papy_down = C2d.image_src_of_el (get_el "papy_down")
let papy_up = C2d.image_src_of_el (get_el "papy_up")
let water = C2d.image_src_of_el (get_el "water")
let draw_map _timestamp =
let player_x, player_y = !Map.player_pos in
Format.printf "player_x = %d@\nplayer_y = %d@\n" player_x player_y;
for x = 0 to tiles_per_w - 1 do
let mapx = x + player_x - (tiles_per_w / 2) in
for y = 0 to tiles_per_h - 1 do
let mapy = y + player_y - (tiles_per_h / 2) in
let tile_img =
match Map.get_tile_kind ~x:mapx ~y:mapy with
| Grass -> grass
| Water -> water
| Black -> water
in
C2d.draw_image context tile_img
~x:(float_of_int (orig_x + (x * tile_size)))
~y:(float_of_int (orig_y + (y * tile_size)))
done
done;
C2d.draw_image context papy_bottom
~x:(float_of_int (width - tile_size) /. 2.)
~y:((float_of_int height /. 2.) -. float_of_int tile_size)
let draw_map =
let papy_x = float_of_int (width - tile_size) /. 2. in
let papy_y = (float_of_int height /. 2.) -. (float_of_int tile_size *. 1.5) in
fun () ->
let player_x, player_y = !Map.player_pos in
for x = 0 to tiles_per_w - 1 do
let map_x = x + player_x - (tiles_per_w / 2) in
let tile_x = float_of_int ((x * tile_size) + orig_x) in
for y = 0 to tiles_per_h - 1 do
let map_y = y + player_y - (tiles_per_h / 2) in
let tile_y = float_of_int ((y * tile_size) + orig_y) in
let tile_img =
match Map.get_tile_kind ~x:map_x ~y:map_y with
| Grass -> grass
| Water -> water
| Black -> water
in
C2d.draw_image context tile_img ~x:tile_x ~y:tile_y
done
done;
let papy =
match !Map.player_dir with
| Left -> papy_left
| Right -> papy_right
| Down -> papy_down
| Up -> papy_up
in
C2d.draw_image context papy ~x:papy_x ~y:papy_y
let move dir =
if !Map.player_dir = dir then begin
let x, y = !Map.player_pos in
let x, y =
match dir with
| Left -> (x - 1, y)
| Right -> (x + 1, y)
| Down -> (x, y + 1)
| Up -> (x, y - 1)
in
match Map.get_tile_kind ~x ~y with
| Black | Water -> ()
| Grass -> Map.player_pos := (x, y)
end
else Map.player_dir := dir
let kb_handler ev =
let x, y = !Map.player_pos in
let x, y =
match ev |> Ev.as_type |> Ev.Keyboard.code |> Jstr.to_string with
| "KeyW" | "ArrowUp" -> (x, max 0 (y - 1))
| "KeyA" | "ArrowLeft" -> (max 0 (x - 1), y)
| "KeyS" | "ArrowDown" -> (x, min (Map.height - 1) y + 1)
| "KeyD" | "ArrowRight" -> (min (Map.width - 1) x + 1, y)
| _s -> (x, y)
in
Map.player_pos := (x, y)
match ev |> Ev.as_type |> Ev.Keyboard.code |> Jstr.to_string with
| "KeyW" | "ArrowUp" -> move Up
| "KeyA" | "ArrowLeft" -> move Left
| "KeyS" | "ArrowDown" -> move Down
| "KeyD" | "ArrowRight" -> move Right
| _s -> ()
let rec game_loop state _timestamp =
draw_map ();
let new_state = state in
G.request_animation_frame (game_loop new_state)
let on_window_load f x =
(ignore : Ev.listener -> unit)
@@ Ev.listen Ev.load
(fun (_ev : Ev.Type.void Ev.t) -> f x)
(Window.as_target G.window)
let bind_keys () =
(ignore : Ev.listener -> unit)
@@ Ev.listen Ev.keydown kb_handler (Window.as_target G.window)
(* type will change later !*)
(* type will change later ! *)
let initial_state = ()
let () =
on_window_load init ();
on_window_load bind_keys ();
on_window_load
(fun () -> G.request_animation_frame (game_loop initial_state))
()
(* init canvas *)
Canvas.set_w canvas width;
Canvas.set_h canvas height;
C2d.set_fill_style context (C2d.color (Jstr.v "#FF1188"));
C2d.fill_rect context ~x:0. ~y:0. ~w:(float_of_int width)
~h:(float_of_int height);
(* bind keys *)
let _e : Ev.listener =
Ev.listen Ev.keydown kb_handler (Window.as_target G.window)
in
(* start game *)
G.request_animation_frame (game_loop initial_state)