reimplemented hook swing movement >:3
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@ -33,22 +33,31 @@ function Player:New(x,y)
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o.dashAmount = 10 -- int
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o.dashAmount = 10 -- int
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-- hook values
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-- hook values
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o.hookSwingSpeed = math.rad(0.05)
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o.hookAnchor = {
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o.hookAnchor = {
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x = nil,
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x = nil,
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y = nil
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y = nil
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}
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}
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-- walljump values
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o.walljumpNoDriftAmount = 7
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-- light values
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o.lightRange = 40 -- screen pixels
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o.lightRange = 40 -- screen pixels
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-- status
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-- status
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o.isDashing = false
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o.isJumping = false
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o.isHooked = false
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o.isOnGround = true
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o.isOnLadder = false
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o.canJump = true
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o.canJump = true
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o.canFall = true
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o.canFall = true
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o.canFriction = true
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o.canFriction = true
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o.canHook = true
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o.canWalljump = true
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o.isDashing = false
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o.isHooked = false
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o.isJumping = false
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o.isOnGround = true
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o.isOnLadder = false
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o.maskType = animation.moth_mask
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o.maskType = animation.moth_mask
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o.wallHit = 0
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o.wallHit = 0
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@ -88,26 +97,27 @@ function Player:Smart()
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-- not dashing, normal movment
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-- not dashing, normal movment
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if self.dashTimer <= 0 then
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if self.dashTimer <= 0 then
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-- horizontal movement
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-- horizontal movement
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if not self.isHooked then
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if self.noDriftFrames > 0 then
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if self.noDriftFrames > 0 then
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self.move_x = 0
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self.move_x = 0
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elseif Keybind:CheckDown(Keybind.move.left) then
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elseif Keybind:CheckDown(Keybind.move.left) then
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self.move_x = -self.moveSpeed
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self.move_x = -1
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self.vel.x = math.min(self.vel.x, -self.moveSpeed)
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self.vel.x = math.min(self.vel.x, -self.moveSpeed)
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elseif Keybind:CheckDown(Keybind.move.right) then
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elseif Keybind:CheckDown(Keybind.move.right) then
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self.move_x = 1
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self.move_x = 1
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self.vel.x = math.max(self.vel.x, self.moveSpeed)
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self.vel.x = math.max(self.vel.x, self.moveSpeed)
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end
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end
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end
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-- jump if on ground (coyotevalue) or if 0
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-- jump if on ground (coyotevalue) or if 0
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if Keybind:CheckPressed(Keybind.move.jump) then
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if self.canJump and Keybind:CheckPressed(Keybind.move.jump) then
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if self.coyoteValue > 0 then
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if self.coyoteValue > 0 then
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self.vel.y = -self.jumpImpulse
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self.vel.y = -self.jumpImpulse
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self.coyoteValue = 0
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self.coyoteValue = 0
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elseif self.wallHit ~= 0 then
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elseif self.canWalljump and self.wallHit ~= 0 then
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self.vel.y = -self.wallJumpImpulse.y
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self.vel.y = -self.wallJumpImpulse.y
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self.vel.x = -self.wallJumpImpulse.x * self.wallHit
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self.vel.x = -self.wallJumpImpulse.x * self.wallHit
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self.noDriftFrames = 7
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self.noDriftFrames = self.walljumpNoDriftAmount
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end
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end
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end
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end
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end
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end
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@ -148,7 +158,7 @@ function Player:Smart()
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self.isDashing = false
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self.isDashing = false
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end
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end
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if Keybind:CheckPressed(Keybind.move.hook) then
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if self.canHook and Keybind:CheckPressed(Keybind.move.hook) then
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if self.isHooked then
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if self.isHooked then
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self:Unhook()
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self:Unhook()
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else
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else
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@ -181,6 +191,7 @@ function Player:DoPhysics()
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-- reset state
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-- reset state
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self.canFall = true
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self.canFall = true
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self.isOnGround = false
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self.isOnGround = false
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-- adjust timers
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-- adjust timers
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self.dashTimer = self.dashTimer - current_dt
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self.dashTimer = self.dashTimer - current_dt
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self.noDriftFrames = self.noDriftFrames - 1
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self.noDriftFrames = self.noDriftFrames - 1
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@ -207,17 +218,17 @@ function Player:DoPhysics()
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-- hook state
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-- hook state
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if self.isHooked then
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if self.isHooked then
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self.move_x = 0
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local hook = Vector(self.pos.x, self.pos.y, self.hookAnchor.x, self.hookAnchor.y)
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local hook = Vector(self.pos.x, self.pos.y, self.hookAnchor.x, self.hookAnchor.y)
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local dist = math.min(GetVectorValue(hook), self.hookDistance)
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if GetVectorValue(hook) > self.hookDistance then
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local hook_angle = GetAngleFromVector(hook[1],hook[2])-math.rad(180)
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local hook_angle = GetAngleFromVector(hook[1],hook[2])-math.rad(180)
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if Keybind:CheckDown(Keybind.move.right) then
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if Keybind:CheckDown(Keybind.move.right) then
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hook_angle = hook_angle - math.rad(0.1)
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hook_angle = hook_angle - self.hookSwingSpeed
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self.move_x = 0
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end
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end
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if Keybind:CheckDown(Keybind.move.left) then
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if Keybind:CheckDown(Keybind.move.left) then
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hook_angle = hook_angle + math.rad(0.1)
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hook_angle = hook_angle + self.hookSwingSpeed
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self.move_x = 0
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end
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end
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local particle_data = {
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local particle_data = {
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@ -231,13 +242,14 @@ function Player:DoPhysics()
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}
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}
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Particle:New(self.pos.x,self.pos.y,particle_data)
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Particle:New(self.pos.x,self.pos.y,particle_data)
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local pos_x = self.hookAnchor.x + dist * math.cos(hook_angle)
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local pos_x = self.hookAnchor.x + self.hookDistance * math.cos(hook_angle)
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local pos_y = self.hookAnchor.y + dist * math.sin(hook_angle)
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local pos_y = self.hookAnchor.y + self.hookDistance * math.sin(hook_angle)
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self.vel.x = self.vel.x + pos_x - self.pos.x
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self.vel.x = self.vel.x + pos_x - self.pos.x
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self.vel.y = self.vel.y + pos_y - self.pos.y
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self.vel.y = self.vel.y + pos_y - self.pos.y
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self.pos.x = pos_x
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self.pos.x = pos_x
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self.pos.y = pos_y
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self.pos.y = pos_y
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end
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end
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end
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if self.canFall then
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if self.canFall then
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