kupo nice now

bow nice
aim nice
arrow nice

all nice
This commit is contained in:
lustlion 2021-10-25 01:41:40 +02:00
parent 5b7924fe4e
commit 1e1f9edb45
22 changed files with 348 additions and 82 deletions

Binary file not shown.

Binary file not shown.

After

Width:  |  Height:  |  Size: 92 B

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.2 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 262 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 927 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 11 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 273 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 182 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 217 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 173 B

View File

@ -6,9 +6,9 @@ love.graphics.print("time: "..fps_total..", fps: "..fps_draw..", frametime: "..m
love.graphics.print("[main_Player]",10*textScale,40*textScale, 0, textScale)
love.graphics.print("position: {"..main_Player.pos.x..", "..main_Player.pos.y.."}",10*textScale,60*textScale, 0, textScale)
love.graphics.print("velocity: {"..main_Player.vel.x..", "..main_Player.vel.y.."}",10*textScale,80*textScale, 0, textScale)
love.graphics.print("scale: {"..main_Player.scale.x..", "..main_Player.scale.y.."}",10*textScale,100*textScale, 0, textScale)
love.graphics.print("sprite: "..tostring(main_Player.sprite)..", anim_speed: "..main_Player.anim_speed,10*textScale,120*textScale, 0, textScale)
love.graphics.print("booleans: \"isOnGround\": "..tostring(main_Player.isOnGround),10*textScale,140*textScale, 0, textScale)
love.graphics.print("scale: {"..main_Player.sprite_scale.x..", "..main_Player.sprite_scale.y.."}",10*textScale,100*textScale, 0, textScale)
love.graphics.print("anim: "..tostring(main_Player.anim.path)..", anim.speed: "..main_Player.anim.speed,10*textScale,120*textScale, 0, textScale)
love.graphics.print("states: \"isOnGround\": "..tostring(main_Player.isOnGround),10*textScale,140*textScale, 0, textScale)
love.graphics.print("[Camera]",10*textScale,160*textScale, 0, textScale)
love.graphics.print("position: {"..Camera.pos.x..", "..Camera.pos.y.."}",10*textScale,180*textScale, 0, textScale)

View File

@ -0,0 +1,57 @@
Arrow = Entity:New(x,y)
function Arrow:New(x,y,rotation,speed)
local o = Entity:New(x,y)
o.pos = {x = x, y = y}
o.speed = speed or 0
o.sprite_rotation = rotation or 0
o.vel = {
x = o.speed * math.cos(o.sprite_rotation),
y = o.speed * math.sin(o.sprite_rotation)
}
o.sprite_offset = {x = 13, y = 1}
o.stuck = false
setmetatable(o, self)
self.__index = self
table.insert(LoadedEntities,o)
return o
end
function Arrow:Smart()
end
function Arrow:HandleAnimation()
self:LoadAnimation(animation.kupo.arrow)
end
function Arrow:DoPhysics()
-- horizontal collisions
if not isThereAnyCollisionAt(self.pos.x + self.vel.x, self.pos.y) then
self.pos.x = self.pos.x + self.vel.x
else
while not isThereCollisionAt(self.pos.x + math.sign(self.vel.x), self.pos.y) do
self.pos.x = self.pos.x + math.sign(self.vel.x)
end
self.stuck = true
end
-- vertical collision
if not isThereAnyCollisionAt(self.pos.x, self.pos.y + self.vel.y) then
self.pos.y = self.pos.y + self.vel.y
else
while not isThereCollisionAt(self.pos.x, self.pos.y + math.sign(self.vel.y)) do
self.pos.y = self.pos.y + math.sign(self.vel.y)
end
self.stuck = true
end
-- stuck into collisions
if self.stuck then
--lets allow the arrow to tip a bit into the thing
self.pos.x = self.pos.x + self.vel.x / 5
self.pos.y = self.pos.y + self.vel.y / 5
self.vel.x = 0
self.vel.y = 0
end
end

View File

@ -5,22 +5,148 @@ Kupo = Entity:New(x,y)
o.pos = {x = x, y = y}
o.speed = 20
o.range = 1000
o.range = 200
o.target = {x = x, y = y}
o.sprite_offset = {x = 8, y = 5}
-- kupo bow
o.bow = self:NewAnimation(animation.kupo.bow)
o.bow_flip = 1
o.bow_rotation = 0
o.bow_frame = 1
o.bow_subframe = 1
o.bow_aim_frame = 0
o.bow_speed = 1/10
o.bow_frames = 6
o.bow_extraframes = 18
o.bow_aim_frames = 8
setmetatable(o, self)
self.__index = self
return o
end
function Kupo:DoInput()
function Kupo:Smart()
self.target.x = main_Player.pos.x - main_Player.target_offset.x
self.target.y = main_Player.pos.y - main_Player.target_offset.y
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
local angle = math.atan(distance_y/distance_x)
if distance <= self.range then
self.draw_bow = true
if distance_x > 0 then
self.sprite_flip.x = 1
else
angle = angle + math.rad(180)
end
-- fix so it can rotate from 0 to 360
if math.deg(self.bow_rotation - angle) < 0 then
self.bow_rotation = self.bow_rotation + math.rad(360)
end
-- fix so it can rotate from 360 to 0
if math.deg(self.bow_rotation - angle) > 180 then
self.bow_rotation = self.bow_rotation - math.rad(360)
end
-- actual rotation
if self.bow_rotation < angle then
self.bow_rotation = self.bow_rotation + math.rad(2)
else
self.bow_rotation = self.bow_rotation - math.rad(2)
end
--set in place
if math.abs(math.deg(self.bow_rotation) - math.deg(angle)) < 2 then
self.bow_rotation = angle
end
-- holding tight dispersion -- also affets arrows
if self.bow_rotation == angle then
self.bow_rotation = self.bow_rotation + math.rad(math.random(math.abs(self.bow_frame-self.bow_aim_frames-self.bow_frames)/2))
end
-- AIMING AI
self.bow_subframe = self.bow_subframe + current_dt
if self.bow_subframe > self.bow_speed then
self.bow_subframe = self.bow_subframe - self.bow_speed
if self.bow_frame == 3 then
self.bow_aim_frame = self.bow_aim_frame + 1
if self.bow_aim_frame > self.bow_aim_frames then
self.bow_aim_frame = self.bow_aim_frame - self.bow_aim_frames
self.bow_frame = self.bow_frame + 1
Arrow:New(self.pos.x,self.pos.y,self.bow_rotation,30)
end
else
self.bow_frame = self.bow_frame + 1
end
if self.bow_frame > self.bow_frames + self.bow_extraframes then
self.bow_frame = self.bow_frame - self.bow_frames - self.bow_extraframes
end
end
else
self.bow_frame = 6
self.draw_bow = true
-- rest bow animation
if distance_x > 0 then
if self.bow_rotation > math.rad(45) then
self.bow_rotation = self.bow_rotation - math.rad(3)
elseif self.bow_rotation < math.rad(45) then
self.bow_rotation = self.bow_rotation + math.rad(3)
end
-- set in place
if math.abs(math.deg(self.bow_rotation) - 45) < 3 then
self.bow_rotation = math.rad(45)
end
self.sprite_flip.x = 1
else
if self.bow_rotation > math.rad(135) then
self.bow_rotation = self.bow_rotation - math.rad(3)
elseif self.bow_rotation < math.rad(135) then
self.bow_rotation = self.bow_rotation + math.rad(3)
end
-- set in place
if math.abs(math.deg(self.bow_rotation) - 135) < 3 then
self.bow_rotation = math.rad(135)
end
self.sprite_flip.x = -1
end
end
self.angle = angle
end
function Kupo:HandleAnimation()
-- flip sprite to look in the direction is moving
if self.vel.x ~= 0 then self.flip.x = math.sign(self.vel.x) end
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
self:LoadAnimation(animation.kupo.body)
if self.draw_bow == true then
DrawAnimationFrame(
self.bow,
math.min(self.bow_frame,self.bow_frames),
self.pos.x + ( 8 * math.sin(self.bow_rotation)) * game.scale,
self.pos.y + (2 - 6 * math.cos(self.bow_rotation)) * game.scale,
self.bow_rotation
)
end
if debug_collision then
love.graphics.setColor(1,0,0)
love.graphics.line(
self.pos.x - Camera.pos.x,
self.pos.y - Camera.pos.y,
self.target.x - Camera.pos.x,
self.target.y - Camera.pos.y
)
love.graphics.circle( "line", self.pos.x - Camera.pos.x, self.pos.y - Camera.pos.y, self.range )
love.graphics.setColor(1,1,1)
love.graphics.print(self.bow_rotation, self.pos.x, self.pos.y+30)
love.graphics.print(self.angle, self.pos.x, self.pos.y+50)
end
end
function Kupo:DoPhysics()

View File

@ -1,6 +1,44 @@
Player = Entity:New(x,y)
function Player:DoInput()
function Player:New(x,y)
local o = Entity:New(x,y)
Player.health = 3
Player.coins = 0
-- physics
o.vel = {
x = 0,
y = 0
}
-- constants
o.acc = 90
o.friction = 20
o.gravity = 9.81
o.climbHeight = 4
o.jumpForce = 5
o.maxSpeed = 600
o.jumpMaxSpeed = 9.5
o.zeroSpeed = 0.001
-- bools
o.isJumping = false
o.isOnGround = 0
o.coyoteValue = 10
o.isOnLadder = false
o.canJump = true
o.canFall = true
o.canFriction = true
-- sprite
o.sprite_offset = {x = 8, y = 16}
o.target_offset = {x = 4, y = 12}
setmetatable(o, self)
self.__index = self
return o
end
function Player:Smart()
-- PLATFORMER INPUT
if self.isOnGround > 0 then
-- apply friction
@ -42,7 +80,7 @@ end
function Player:HandleAnimation()
-- flip sprite to look in the direction is moving
if self.vel.x ~= 0 then self.flip.x = math.sign(self.vel.x) end
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
-- animation manager
if self.isOnLadder then
@ -163,40 +201,3 @@ function Player:DoPhysics()
self.vel.x = self.vel.x * (1 - math.min(current_dt * self.friction/20, 1))
end
end
function Player:New(x,y)
local o = Entity:New(x,y)
Player.health = 3
Player.coins = 0
-- physics
o.vel = {
x = 0,
y = 0
}
-- constants
o.acc = 90
o.friction = 20
o.gravity = 9.81
o.climbHeight = 4
o.jumpForce = 5
o.maxSpeed = 600
o.jumpMaxSpeed = 9.5
o.zeroSpeed = 0.001
-- bools
o.isJumping = false
o.isOnGround = 0
o.coyoteValue = 10
o.isOnLadder = false
o.canJump = true
o.canFall = true
o.canFriction = true
-- sprite
o.offset = {x = -8, y = -16}
setmetatable(o, self)
self.__index = self
return o
end

View File

@ -6,12 +6,15 @@ function Entity:New(x,y)
o.pos = {x = x, y = y}
o.vel = {x = 0, y = 0}
o.class = "Entity"
o.anim_subframe = 0
o.anim_frame = 0
o.anim_imgs = {}
o.offset = {x = 0, y = 0}
o.scale = {x = 1, y = 1}
o.flip = { x = 1, y = 1}
o.anim = {}
o.anim.subframe = 0
o.anim.frame = 1
o.anim.imgs = {}
o.animations = {}
o.sprite_offset = {x = 0, y = 0}
o.sprite_scale = {x = 1, y = 1}
o.sprite_rotation = math.rad(0)
o.sprite_flip = { x = 1, y = 1}
setmetatable(o, self)
self.__index = self
return o
@ -23,52 +26,128 @@ end
function Entity:Draw()
if self.sprite ~= nil then
local relative_position_x = self.pos.x - Camera.pos.x
local relative_position_y = self.pos.y - Camera.pos.y
local origin_compensation_x = - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * game.scale
local origin_compensation_y = - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * game.scale
local dimensions_x = self.sprite_scale.x * self.sprite_flip.x
local dimensions_y = self.sprite_scale.y * self.sprite_flip.y
love.graphics.draw(
self.sprite,
self.pos.x - Camera.pos.x + self.offset.x * game.scale * self.scale.x * self.flip.x,
self.pos.y - Camera.pos.y + self.offset.y * game.scale * self.scale.y * self.flip.y,
0,
game.scale * self.scale.x * self.flip.x,
game.scale * self.scale.y * self.flip.y
relative_position_x + origin_compensation_x * dimensions_x,
relative_position_y + origin_compensation_y * dimensions_y,
self.sprite_rotation,
game.scale * self.sprite_scale.x * self.sprite_flip.x,
game.scale * self.sprite_scale.y * self.sprite_flip.y
)
if debug_collision then
love.graphics.setColor(1, 0, 0)
love.graphics.circle( "line", relative_position_x, relative_position_y, 2 )
love.graphics.setColor(0, 1 ,0)
love.graphics.circle( "line",
relative_position_x + origin_compensation_x * dimensions_x,
relative_position_y + origin_compensation_y * dimensions_y,
2
)
end
love.graphics.setColor(1, 1 ,1)
end
end
function Entity:NewAnimation(anim,frames,speed)
local anim_data = {
frame = 1,
subframe = 1,
path = anim.path,
frames = anim.frames,
speed = anim.speed,
imgs = anim.imgs
}
self.animations[#self.animations+1] = anim_data
return self.animations[#self.animations]
end
function DrawAnimationFrame(animation, frame, x, y, rotate, sx, sy)
local x = x or 0
local y = y or 0
local sx = sx or 1
local sy = sy or 1
love.graphics.draw(
animation.imgs[frame],
x - Camera.pos.x,
y - Camera.pos.y,
rotate,
game.scale * sx,
game.scale * sy
)
end
function DrawAnimation(animation, x, y, rotate, sx, sy)
local x = x or 0
local y = y or 0
local sx = sx or 1
local sy = sy or 1
if game_paused ~= true then
-- try to animate
animation.subframe = animation.subframe + current_dt
if animation.subframe >= animation.speed then
animation.frame = animation.frame + 1
animation.subframe = animation.subframe - animation.speed
end
-- cycle
if animation.frame >= animation.frames+1 then
animation.frame = animation.frame - animation.frames
end
end
love.graphics.draw(
animation.imgs[animation.frame],
x - Camera.pos.x,
y - Camera.pos.y,
rotate,
game.scale * sx,
game.scale * sy
)
end
function Entity:Animate()
if game_paused ~= true then
-- try to animate
self.anim_subframe = self.anim_subframe + current_dt
self.anim.subframe = self.anim.subframe + current_dt
if self.anim_subframe >= self.anim_speed then
self.anim_frame = self.anim_frame + 1
self.anim_subframe = self.anim_subframe - self.anim_speed
if self.anim.subframe >= self.anim.speed then
self.anim.frame = self.anim.frame + 1
self.anim.subframe = self.anim.subframe - self.anim.speed
end
-- cycle
if self.anim_frame >= self.anim_frames+1 then
self.anim_frame = self.anim_frame - self.anim_frames
if self.anim.frame >= self.anim.frames+1 then
self.anim.frame = self.anim.frame - self.anim.frames
end
-- change
self.sprite = self.anim_imgs[self.anim_frame]
self.sprite = self.anim.imgs[self.anim.frame]
end
end
function Entity:LoadAnimation(anim,frames,speed)
if self.anim_path ~= anim and self.anim_path ~= anim.path then
if self.anim.path ~= anim and self.anim.path ~= anim.path then
if frames ~= nil and speed ~= nil then
self.anim_path = anim or nil
self.anim_frames = frames or 4
self.anim_speed = speed or frames
self.anim.path = anim or nil
self.anim.frames = frames or 4
self.anim.speed = speed or frames
else
self.anim_path = anim.path
self.anim_frames = anim.frames
self.anim_speed = anim.speed
self.anim.path = anim.path
self.anim.frames = anim.frames
self.anim.speed = anim.speed
end
self.anim_imgs = anim.imgs
self.anim.imgs = anim.imgs
end
end
require "data/scripts/entities/kupo"
require "data/scripts/entities/arrow"
require "data/scripts/entities/player"

View File

@ -1,6 +1,3 @@
image = {
background = love.graphics.newImage("assets/terrain/background.png")
}
-- animations
animation = {
kupo = {
@ -12,7 +9,12 @@ animation = {
bow = {
path = "assets/characters/kupo/kupo_bow",
frames = 6,
speed = 1/8
speed = 1/10
},
arrow = {
path = "assets/characters/kupo/kupo_arrow",
frames = 1,
speed = 1
}
},
nancy = {

View File

@ -6,4 +6,4 @@ function math.sign(x)
else
return 0
end
end
end

View File

@ -11,7 +11,7 @@ function love.load()
love.keyboard.setKeyRepeat(true)
love.graphics.setDefaultFilter("nearest") -- good pixel
game = {
scale = 2,
scale = 1,
width = love.graphics.getWidth(),
height = love.graphics.getHeight(),
paused = false
@ -26,7 +26,8 @@ function love.load()
main_Player = Player:New(1220,220)
LoadedEntities = {}
table.insert(LoadedEntities,main_Player)
table.insert(LoadedEntities,Kupo:New(800,200))
table.insert(LoadedEntities,Kupo:New(700,200))
table.insert(LoadedEntities,Kupo:New(500,300))
main_Player.sprite = love.graphics.newImage("assets/characters/nancy/idle1.png")
main_Player:LoadAnimation(animation.nancy.idle)
end
@ -52,10 +53,8 @@ function love.update(dt)
if not do_pause then
SetCollisionFlags(main_Player)
for _, enty in pairs(LoadedEntities) do
enty:DoInput()
enty:Smart()
enty:DoPhysics()
enty:HandleAnimation()
enty:Animate()
end
AnimateTiles()
Camera:CenterAt(main_Player.pos.x, main_Player.pos.y,LevelInfo.Width,LevelInfo.Height)
@ -105,6 +104,8 @@ end
function love.draw()
LevelDisplayBackground()
for _, enty in pairs(LoadedEntities) do
enty:HandleAnimation()
enty:Animate()
enty:Draw()
end
LevelDisplayForeground()