a, clean
This commit is contained in:
parent
e9754dc1dd
commit
8bad3894dc
|
@ -91,7 +91,7 @@ function Player:Smart()
|
|||
self.move_x = self.moveSpeed
|
||||
end
|
||||
|
||||
-- jump if on ground (coyotevalue)
|
||||
-- jump if on ground (coyotevalue) or if on wall (wallHit)
|
||||
if Keybind:CheckDown(Keybind.move.jump) then
|
||||
if self.coyoteValue > 0 then
|
||||
self.vel.y = -self.jumpImpulse
|
||||
|
|
|
@ -0,0 +1,89 @@
|
|||
From 1d8685c91e64daedfef9607ec122c3de05be36e5 Mon Sep 17 00:00:00 2001
|
||||
From: binarycat <binarycat64@protonmail.com>
|
||||
Date: Sat, 26 Feb 2022 15:12:25 -0500
|
||||
Subject: [PATCH] walljumps
|
||||
|
||||
---
|
||||
code/debug.lua | 1 +
|
||||
code/entities/player.lua | 12 ++++++++++++
|
||||
code/entity.lua | 3 ++-
|
||||
3 files changed, 15 insertions(+), 1 deletion(-)
|
||||
|
||||
diff --git a/code/debug.lua b/code/debug.lua
|
||||
index 5a9e094..68c61cf 100644
|
||||
--- a/code/debug.lua
|
||||
+++ b/code/debug.lua
|
||||
@@ -22,6 +22,7 @@ function DebugUI()
|
||||
end
|
||||
end
|
||||
-- player isOnGroundCheck
|
||||
+ --love.graphics.main_Player
|
||||
love.graphics.setColor(1,0,0)
|
||||
end
|
||||
|
||||
diff --git a/code/entities/player.lua b/code/entities/player.lua
|
||||
index ea2d811..824cc25 100644
|
||||
--- a/code/entities/player.lua
|
||||
+++ b/code/entities/player.lua
|
||||
@@ -14,6 +14,8 @@ function Player:New(x,y)
|
||||
|
||||
o.jumpImpulse = 3.5 -- gameworld pixels
|
||||
|
||||
+ self.wallJumpImpulse = { x = 2.5, y = 3.5 }
|
||||
+
|
||||
o.coyoteAmount = 5 -- int
|
||||
o.coyoteValue = 5 -- frames
|
||||
|
||||
@@ -46,6 +48,7 @@ function Player:New(x,y)
|
||||
o.canFall = true
|
||||
o.canFriction = true
|
||||
o.maskType = animation.moth_mask
|
||||
+ o.wallHit = 0
|
||||
|
||||
o.anchorRespawn = {
|
||||
x = o.pos.x,
|
||||
@@ -93,6 +96,9 @@ function Player:Smart()
|
||||
if self.coyoteValue > 0 then
|
||||
self.vel.y = -self.jumpImpulse
|
||||
self.coyoteValue = 0
|
||||
+ elseif self.wallHit ~= 0 then
|
||||
+ self.vel.y = -self.wallJumpImpulse.y
|
||||
+ self.vel.x = -self.wallJumpImpulse.x * self.wallHit
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -233,7 +239,9 @@ function Player:DoPhysics()
|
||||
-- horizontal collision
|
||||
if not self:isCollidingAt(self.pos.x + self.vel.x + self.move_x, self.pos.y, LoadedObjects.Collisions) then
|
||||
self.pos.x = self.pos.x + self.vel.x + self.move_x
|
||||
+ self.wallHit = 0
|
||||
else
|
||||
+ self.wallHit = math.sign(self.vel.x + self.move_x)
|
||||
self.vel.x = 0
|
||||
end
|
||||
|
||||
@@ -313,3 +321,7 @@ function Player:Unhook()
|
||||
self.isHooked = false
|
||||
self.hookAnchor = nil
|
||||
end
|
||||
+
|
||||
+function Player:Debug()
|
||||
+ love.graphics.print("wallHit: "..self.wallHit)
|
||||
+end
|
||||
diff --git a/code/entity.lua b/code/entity.lua
|
||||
index 9bb582f..b43df21 100644
|
||||
--- a/code/entity.lua
|
||||
+++ b/code/entity.lua
|
||||
@@ -158,7 +158,8 @@ function Entity:getBoundingBox(animation,top,left,bottom,right)
|
||||
self.boxCollision.to.y = animation.imgs[1]:getHeight()/2 + bottom
|
||||
end
|
||||
|
||||
--- returns true if theres a collision at that point. also marks collisioned tile as collision true
|
||||
+-- checks if the the reciever would collide with an object if it was positioned at the given point.
|
||||
+-- also marks collisioned tile as collision true
|
||||
function Entity:isCollidingAt(x,y,object)
|
||||
for _, collision in pairs(object) do
|
||||
if collision.disable then
|
||||
--
|
||||
2.35.1
|
||||
|
|
@ -1,69 +1,69 @@
|
|||
(*) Ideas
|
||||
( ) DO FLIES
|
||||
( ) DO UI
|
||||
( ) DO DAMAGE TO PLAYER
|
||||
( ) DO FLIES
|
||||
( ) DO UI
|
||||
( ) DO DAMAGE TO PLAYER
|
||||
|
||||
( ) Visual design
|
||||
(~) Multicolor palette depending on area, with 3 main colors
|
||||
(X) Library: Gold #fed100
|
||||
( )
|
||||
( ) Dialog
|
||||
( ) Fonts
|
||||
( ) Characters
|
||||
( ) Level design
|
||||
( ) Enemy design
|
||||
(~) Multicolor palette depending on area, with 3 main colors
|
||||
(X) Library: Gold #fed100
|
||||
( )
|
||||
( ) Dialog
|
||||
( ) Fonts
|
||||
( ) Characters
|
||||
( ) Level design
|
||||
( ) Enemy design
|
||||
|
||||
( ) Gameplay design
|
||||
( ) Level design
|
||||
( ) Mechanic design
|
||||
(X) Swing hook
|
||||
( ) Entity design
|
||||
(~) FAIRY
|
||||
(X) basic movement
|
||||
(X) Fairy particles~~
|
||||
( ) more intelligent movement
|
||||
( ) avoid getting stuck to walls
|
||||
( ) Playtest tools
|
||||
( ) Level design
|
||||
( ) Mechanic design
|
||||
(X) Swing hook
|
||||
( ) Entity design
|
||||
(~) FAIRY
|
||||
(X) basic movement
|
||||
(X) Fairy particles~~
|
||||
( ) more intelligent movement
|
||||
( ) avoid getting stuck to walls
|
||||
( ) Playtest tools
|
||||
|
||||
( ) Technical design
|
||||
(?) Input
|
||||
(X) ADDED KEYBINDS
|
||||
( )
|
||||
(?) Draw
|
||||
(X) REHANDLE ANIMATIONS
|
||||
(X) MAKE LIGHTING SYSTEM
|
||||
(X) Pixel perfect entity drawing
|
||||
( ) Pixel perfect lights
|
||||
(?) Player
|
||||
(X) MASKS FUNCTIONALITY
|
||||
( )
|
||||
(?) Physics
|
||||
(X) MAKE PHYSICS CONSISTENT
|
||||
(X) MAKE HITBOXES
|
||||
(X) PHYSICS BY FRAME
|
||||
(X) DEACTIVATE ARROWS WHEN STUCK
|
||||
( )
|
||||
(~) Dialog
|
||||
(X) Object and Basics
|
||||
( ) Fix font and align problems
|
||||
( ) Implement portrait
|
||||
(X) Translating framework
|
||||
( ) Debug tools
|
||||
( ) Audio and BGM
|
||||
(~) REMAKE LEVEL EDITOR
|
||||
(~) ADD WAY TO EDIT A LEVEL (EDITOR MODE)
|
||||
(X) SHOW PALETTE
|
||||
(X) PICK UP TILE FROM PALETTE
|
||||
(X) PLACE PICKED UP TILE
|
||||
( ) WAY TO INSERT ENTITIES IN THE LEVEL
|
||||
(X) ADD WAY TO SAVE A LEVEL
|
||||
(?) Input
|
||||
(X) ADDED KEYBINDS
|
||||
( )
|
||||
(?) Draw
|
||||
(X) REHANDLE ANIMATIONS
|
||||
(X) MAKE LIGHTING SYSTEM
|
||||
(X) Pixel perfect entity drawing
|
||||
( ) Pixel perfect lights
|
||||
(?) Player
|
||||
(X) MASKS FUNCTIONALITY
|
||||
( )
|
||||
(?) Physics
|
||||
(X) MAKE PHYSICS CONSISTENT
|
||||
(X) MAKE HITBOXES
|
||||
(X) PHYSICS BY FRAME
|
||||
(X) DEACTIVATE ARROWS WHEN STUCK
|
||||
( )
|
||||
(~) Dialog
|
||||
(X) Object and Basics
|
||||
( ) Fix font and align problems
|
||||
( ) Implement portrait
|
||||
(X) Translating framework
|
||||
( ) Debug tools
|
||||
( ) Audio and BGM
|
||||
(~) REMAKE LEVEL EDITOR
|
||||
(~) ADD WAY TO EDIT A LEVEL (EDITOR MODE)
|
||||
(X) SHOW PALETTE
|
||||
(X) PICK UP TILE FROM PALETTE
|
||||
(X) PLACE PICKED UP TILE
|
||||
( ) WAY TO INSERT ENTITIES IN THE LEVEL
|
||||
(X) ADD WAY TO SAVE A LEVEL
|
||||
|
||||
( ) Narrative design
|
||||
( ) Dialog
|
||||
( ) Characters
|
||||
( ) Area design
|
||||
( ) Translations
|
||||
( ) SPA "es_ES"
|
||||
( ) ENG "en_UK"
|
||||
( ) CAT "ca_ES"
|
||||
( ) HEON "Myrheonian"
|
||||
( ) Dialog
|
||||
( ) Characters
|
||||
( ) Area design
|
||||
( ) Translations
|
||||
( ) SPA "es_ES"
|
||||
( ) ENG "en_UK"
|
||||
( ) CAT "ca_ES"
|
||||
( ) HEON "Myrheonian"
|
||||
|
|
Loading…
Reference in New Issue