Play it at http://wildsparx.com/ximbots/
To Build and Play
point browser at /path/to/1.html
Build assumes linux. Could probably work elsewhere with coaxing.
Time and Animation
Objects that care about time implement a tic(ms) event which updates internal state, but doesn't draw. Drawable objects implement draw(). Objects with multiple modes have a TimedModer state machine.
The screen is composed of tiles, M.W x M.H. The pixel-size of tiles is auto-adjusted on screen resize.
Directions are encoded as follows:
KEY DIR CODE DIR -------------------------- L 37 2 R 30 0 U 38 1 D 40 3 STOP 4 * (dir^2) = reverse dir * bit 1 = axis * bit 2 = sign * bit 3 = stop
Ximbots and player each have a carriage, responsible for motion. The carriage only allows travel along open paths. A carriage has integer tile coords and a float z which defines how far into the current tile the carriage has travelled. Based on z, the carraige updates floating point pixel_coords - which are not really in pixels but in tile units.
* Each level is stored in *.lev * mk_levels.pl reads *.lev, generates LevelData.hx * variables in *.lev are optional - defaults apply * valid characters in *.lev: * P = player start * M = monster generator * * = Gem * x = wall * ' ' or '.' = empty space
Copyright (C) 2017 Asher Blum firstname.lastname@example.org