rope, moved entities from LoadedEntities to LoadedObjects.Entities

This commit is contained in:
lustlion 2022-02-10 18:18:37 +01:00
parent 7f42dea6fa
commit ff99b79563
15 changed files with 143 additions and 42 deletions

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@ -40,7 +40,7 @@ function DebugEntities()
for _, particle in pairs(LoadedParticles) do for _, particle in pairs(LoadedParticles) do
particle:Debug() particle:Debug()
end end
for _, enty in pairs(LoadedEntities) do for _, enty in pairs(LoadedObjects.Entities) do
enty:Debug() enty:Debug()
end end
end end

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@ -108,7 +108,7 @@ function EditorDoEdit()
elseif vertical < 0 then elseif vertical < 0 then
expand_v = vertical expand_v = vertical
end end
love.graphics.print("> " .. horizontal .. ", " .. vertical) love.graphics.print("> " .. horizontal .. ", " .. vertical .. "; " .. math.floor(mouse_x / game.scale + Camera.pos.x) .. ", " .. math.floor(mouse_y / game.scale + Camera.pos.y))
love.graphics.print("> " .. LevelWidth .. "(" .. expand_h .. "), " .. LevelHeight .. "(".. expand_v .. ")", 0, 10) love.graphics.print("> " .. LevelWidth .. "(" .. expand_h .. "), " .. LevelHeight .. "(".. expand_v .. ")", 0, 10)
if not palette then if not palette then

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@ -2,7 +2,9 @@ Arrow = Entity:New(x,y)
function Arrow:New(x,y,rotation,speed) function Arrow:New(x,y,rotation,speed)
local o = Entity:New(x,y) local o = Entity:New(x,y)
arrow = arrow + 1
o.type = "arrow"
o.pos = {x = x, y = y} o.pos = {x = x, y = y}
o.speed = speed or 0 o.speed = speed or 0
o.sprite_rotation = rotation or 0 o.sprite_rotation = rotation or 0
@ -17,8 +19,8 @@ Arrow = Entity:New(x,y)
-- animations -- animations
o.body = Animation:New(animation.kupo.arrow) o.body = Animation:New(animation.kupo.arrow)
table.insert(LoadedEntities,o) table.insert(LoadedObjects.Entities,o)
o.id = #LoadedEntities o.id = #LoadedObjects.Entities
setmetatable(o, self) setmetatable(o, self)
self.__index = self self.__index = self

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@ -3,6 +3,7 @@ CursedBook = Entity:New(x,y)
function CursedBook:New(x,y) function CursedBook:New(x,y)
local o = Entity:New(x,y) local o = Entity:New(x,y)
o.type = "cursed_book"
-- behaviour -- behaviour
o.pos = {x = x, y = y} o.pos = {x = x, y = y}
o.speed = 0.01 o.speed = 0.01
@ -28,8 +29,8 @@ CursedBook = Entity:New(x,y)
o.light_range = 500 o.light_range = 500
o.light = CreateLight(o.pos.x,o.pos.y,o.light_range,2,HEX2RGB("#fe00d1")) o.light = CreateLight(o.pos.x,o.pos.y,o.light_range,2,HEX2RGB("#fe00d1"))
table.insert(LoadedEntities,o) table.insert(LoadedObjects.Entities,o)
o.id = #LoadedEntities o.id = #LoadedObjects.Entities
setmetatable(o, self) setmetatable(o, self)
self.__index = self self.__index = self

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@ -3,6 +3,8 @@ Decoration = Entity:New(x,y)
function Decoration:New(x,y,animation,lightRange) function Decoration:New(x,y,animation,lightRange)
local o = Entity:New(x,y) local o = Entity:New(x,y)
o.type = "decoration"
o.pos = {x = x, y = y} o.pos = {x = x, y = y}
-- animations -- animations
@ -15,8 +17,8 @@ function Decoration:New(x,y,animation,lightRange)
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange) o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
end end
table.insert(LoadedEntities,o) table.insert(LoadedObjects.Entities,o)
o.id = #LoadedEntities o.id = #LoadedObjects.Entities
setmetatable(o, self) setmetatable(o, self)
self.__index = self self.__index = self

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@ -3,6 +3,8 @@ Fairy = Entity:New(x,y)
function Fairy:New(x,y) function Fairy:New(x,y)
local o = Entity:New(x,y) local o = Entity:New(x,y)
o.type = "fairy"
-- behaviour -- behaviour
o.pos = {x = x, y = y} o.pos = {x = x, y = y}
o.speed = 1.4 o.speed = 1.4
@ -24,8 +26,8 @@ Fairy = Entity:New(x,y)
o.particle_timer = 0 o.particle_timer = 0
o.particle_time = 5 o.particle_time = 5
table.insert(LoadedEntities,o) table.insert(LoadedObjects.Entities,o)
o.id = #LoadedEntities o.id = #LoadedObjects.Entities
setmetatable(o, self) setmetatable(o, self)
self.__index = self self.__index = self

View File

@ -3,6 +3,8 @@ Kupo = Entity:New(x,y)
function Kupo:New(x,y) function Kupo:New(x,y)
local o = Entity:New(x,y) local o = Entity:New(x,y)
o.type = "kupo"
o.pos = {x = x, y = y} o.pos = {x = x, y = y}
o.speed = 20 o.speed = 20
o.range = 200 o.range = 200
@ -28,8 +30,8 @@ Kupo = Entity:New(x,y)
o.lightRange = o.range/2 o.lightRange = o.range/2
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange) o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
table.insert(LoadedEntities,o) table.insert(LoadedObjects.Entities,o)
o.id = #LoadedEntities o.id = #LoadedObjects.Entities
setmetatable(o, self) setmetatable(o, self)
self.__index = self self.__index = self

View File

@ -5,7 +5,6 @@ Particle = Entity:New(x,y)
o.pos = {x = x, y = y} o.pos = {x = x, y = y}
o.speed = particle_data.speed or 0 o.speed = particle_data.speed or 0
o.direction = particle_data.direction or o.direction o.direction = particle_data.direction or o.direction
o.sprite_rotation = particle_data.sprite_rotation or o.sprite_rotation o.sprite_rotation = particle_data.sprite_rotation or o.sprite_rotation

View File

@ -3,9 +3,8 @@
function Player:New(x,y) function Player:New(x,y)
local o = Entity:New(x,y) local o = Entity:New(x,y)
Player.health = 3
Player.coins = 0
o.type = "player"
-- physics -- physics
o.moveSpeed = 1.3 -- gameworld pixels o.moveSpeed = 1.3 -- gameworld pixels
o.zeroSpeed = 0.01 -- gameworld pixels o.zeroSpeed = 0.01 -- gameworld pixels
@ -22,6 +21,7 @@
o.dashCooldownTime = 0.1 -- seconds o.dashCooldownTime = 0.1 -- seconds
o.dashCooldownTimer = 0 -- seconds o.dashCooldownTimer = 0 -- seconds
-- dash values
o.dashTimer = 0 -- seconds o.dashTimer = 0 -- seconds
o.dashTime = 0.15 -- seconds o.dashTime = 0.15 -- seconds
o.dashDistance = 40 -- gameworld pixels o.dashDistance = 40 -- gameworld pixels
@ -29,30 +29,36 @@
o.dashCount = 1 -- int o.dashCount = 1 -- int
o.dashAmount = 10 -- int o.dashAmount = 10 -- int
-- hook values
o.hookDistance = 100
o.hookedDistance = 80
o.hookAnchor = {
x = nil,
y = nil
}
o.boxCollision = { o.boxCollision = {
from = {x = -8, y = -16}, --gameworld pixels from = {x = -8, y = -16}, --gameworld pixels
to = {x = 8, y = 0} -- gameworld pixels to = {x = 8, y = 0} -- gameworld pixels
} }
o.lightRange = 0 -- screen pixels o.lightRange = 10 -- screen pixels
-- status -- status
o.isDashing = false o.isDashing = false
o.isJumping = false o.isJumping = false
o.isHooked = false
o.isOnGround = true o.isOnGround = true
o.isOnLadder = false o.isOnLadder = false
o.canJump = true o.canJump = true
o.canFall = true o.canFall = true
o.canFriction = true o.canFriction = true
o.maskType = animation.moth_mask o.maskType = animation.moth_mask
o.anchorRespawn = { o.anchorRespawn = {
x = o.pos.x, x = o.pos.x,
y = o.pos.y y = o.pos.y
} }
o.anchorRope = {
x = nil,
y = nil
}
-- sprite -- sprite
o.target_offset = {x = 0, y = 0} o.target_offset = {x = 0, y = 0}
@ -64,8 +70,8 @@
-- lights -- lights
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange) o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
table.insert(LoadedEntities,o) table.insert(LoadedObjects.Entities,o)
o.id = #LoadedEntities o.id = #LoadedObjects.Entities
setmetatable(o, self) setmetatable(o, self)
self.__index = self self.__index = self
@ -73,15 +79,24 @@
end end
function Player:Smart() function Player:Smart()
self:LightAdjust(-self.target_offset.x,-self.target_offset.y) self:LightAdjust(self.target_offset.x,self.target_offset.y)
-- reset coyoteValue
if self.isOnGround then
self.coyoteValue = self.coyoteAmount
elseif self.coyoteValue > 0 then
self.coyoteValue = self.coyoteValue - 1
end
if self.dashTimer <= 0 then if self.dashTimer <= 0 then
-- horizontal movement
if Keybind:CheckDown(Keybind.move.left) then if Keybind:CheckDown(Keybind.move.left) then
self.move_x = -self.moveSpeed self.move_x = -self.moveSpeed
elseif Keybind:CheckDown(Keybind.move.right) then elseif Keybind:CheckDown(Keybind.move.right) then
self.move_x = self.moveSpeed self.move_x = self.moveSpeed
end end
-- jump if on ground (coyotevalue)
if Keybind:CheckDown(Keybind.move.jump) then if Keybind:CheckDown(Keybind.move.jump) then
if self.coyoteValue > 0 then if self.coyoteValue > 0 then
self.vel.y = -self.jumpImpulse self.vel.y = -self.jumpImpulse
@ -90,19 +105,20 @@ function Player:Smart()
end end
end end
if self.isOnGround then -- dash timer
self.coyoteValue = self.coyoteAmount
elseif self.coyoteValue > 0 then
self.coyoteValue = self.coyoteValue - 1
end
self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt) self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
-- try to dash
if Keybind:CheckDown(Keybind.move.dash) then if Keybind:CheckDown(Keybind.move.dash) then
if self.dashCooldownTimer == 0 if self.dashCooldownTimer == 0
and not self.isDashing and not self.isDashing
and self.dashCount > 0 then and self.dashCount > 0 then
-- state player
self.dashCount = self.dashCount - 1 self.dashCount = self.dashCount - 1
self.isDashing = true self.isDashing = true
-- get dash direction
local vertical = 0 local vertical = 0
if Keybind:CheckDown(Keybind.move.down) then vertical = vertical + 1 end if Keybind:CheckDown(Keybind.move.down) then vertical = vertical + 1 end
if Keybind:CheckDown(Keybind.move.up) then vertical = vertical - 1 end if Keybind:CheckDown(Keybind.move.up) then vertical = vertical - 1 end
@ -110,16 +126,32 @@ function Player:Smart()
if Keybind:CheckDown(Keybind.move.right) then horizontal = horizontal + 1 end if Keybind:CheckDown(Keybind.move.right) then horizontal = horizontal + 1 end
if Keybind:CheckDown(Keybind.move.left) then horizontal = horizontal - 1 end if Keybind:CheckDown(Keybind.move.left) then horizontal = horizontal - 1 end
-- if no direction, then dash forward
if horizontal == 0 and vertical == 0 then if horizontal == 0 and vertical == 0 then
horizontal = self.sprite_flip.x horizontal = self.sprite_flip.x
end end
-- set dash values
self.dashDirection = GetAngleFromVector(horizontal, vertical) self.dashDirection = GetAngleFromVector(horizontal, vertical)
self.dashTimer = self.dashTime self.dashTimer = self.dashTime
end end
else else
-- not dashing!
self.isDashing = false self.isDashing = false
end end
if Keybind:CheckDown(Keybind.move.hook) then
local anchor = self:CheckNearest("decoration",self.hookDistance)
if anchor then
self.isHooked = true
self.hookAnchor = {
x = anchor.pos.x,
y = anchor.pos.y
}
end
else
self.isHooked = false
end
end end
function Player:DoPhysics() function Player:DoPhysics()
@ -131,13 +163,16 @@ function Player:DoPhysics()
end end
if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
end end
-- reset state -- reset state
self.canFall = true
self.isOnGround = false self.isOnGround = false
-- adjust timers -- adjust timers
self.dashTimer = self.dashTimer - current_dt self.dashTimer = self.dashTimer - current_dt
-- DASH STATE -- DASH STATE
if self.dashTimer > 0 then if self.dashTimer > 0 then
self.canFall = false
-- dash particle -- dash particle
local particle_data = { local particle_data = {
animation = self.body, animation = self.body,
@ -153,28 +188,44 @@ function Player:DoPhysics()
-- dash movement -- dash movement
self.vel.x = self.dashSpeed * math.cos(self.dashDirection) self.vel.x = self.dashSpeed * math.cos(self.dashDirection)
self.vel.y = self.dashSpeed * math.sin(self.dashDirection) self.vel.y = self.dashSpeed * math.sin(self.dashDirection)
else end
-- not in dash; fall normally
-- hook state
if self.isHooked then
local hook = Vector(self.pos.x, self.pos.y, self.hookAnchor.x, self.hookAnchor.y)
if GetVectorValue(hook) > self.hookedDistance then
local hook_angle = GetAngleFromVector(hook[1],hook[2])
self.pos.x = self.hookAnchor.x + self.hookedDistance * math.cos(-math.rad(180)+hook_angle)
self.pos.y = self.hookAnchor.y + self.hookedDistance * math.sin(-math.rad(180)+hook_angle)
end
end
if self.canFall then
-- not in dash or hook; fall normally
self.dashTimer = 0 self.dashTimer = 0
self.vel.y = self.vel.y + gravity self.vel.y = self.vel.y + gravity
end end
-- horizontal collision
if not self:isCollidingAt(self.pos.x + self.vel.x + self.move_x, self.pos.y, LoadedObjects.Collisions) then 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.pos.x = self.pos.x + self.vel.x + self.move_x
else else
self.vel.x = 0 self.vel.x = 0
end end
-- vertical collision
if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
self.pos.y = self.pos.y + self.vel.y self.pos.y = self.pos.y + self.vel.y
else else
if self.vel.y > 0 then if self.vel.y > 0 then
self.isOnGround = true self.isOnGround = true
self.dashCount = self.dashAmount self.dashCount = self.dashAmount
end
self.vel.y = 0 self.vel.y = 0
end end
end
-- if u collision w hazard, respawn
if self:isCollidingAt(self.pos.x, self.pos.y, LoadedObjects.Hazards) then if self:isCollidingAt(self.pos.x, self.pos.y, LoadedObjects.Hazards) then
self:Respawn() self:Respawn()
end end
@ -190,8 +241,8 @@ function Player:HandleAnimation()
if self.move_x ~= 0 then self.sprite_flip.x = math.sign(self.move_x) end if self.move_x ~= 0 then self.sprite_flip.x = math.sign(self.move_x) end
-- animation priority -- animation priority
if self.vel.y > 1.25 then
self.body = self.body:ChangeTo(animation.nancy.fall) self.body = self.body:ChangeTo(animation.nancy.fall)
if self.vel.y > 1.25 then
self.mask = self.mask:ChangeTo(self.maskType.fall) self.mask = self.mask:ChangeTo(self.maskType.fall)
elseif self.vel.y < 0 then elseif self.vel.y < 0 then
self.body = self.body:ChangeTo(animation.nancy.jump) self.body = self.body:ChangeTo(animation.nancy.jump)
@ -209,6 +260,15 @@ function Player:HandleAnimation()
if self.body.anim_speed < 0.5 then self.body.anim_speed = self.body.anim_speed + 0.001 end if self.body.anim_speed < 0.5 then self.body.anim_speed = self.body.anim_speed + 0.001 end
end end
if self.isHooked then
love.graphics.line(
-Camera.pos.x + self.pos.x,
-Camera.pos.y + self.pos.y,
-Camera.pos.x + self.hookAnchor.x,
-Camera.pos.y + self.hookAnchor.y
)
end
self.body:Animate() self.body:Animate()
self:Draw(self.body) self:Draw(self.body)
if self.dashCount > 0 then if self.dashCount > 0 then

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@ -28,6 +28,27 @@ function Entity:New(x,y)
return o return o
end end
function Entity:CheckNearest(type,maxdistance)
local return_entity = nil
local shortest = -1
for _, entity in pairs(LoadedObjects.Entities) do
if not type or entity.type == type then
local distance_x = entity.pos.x - self.pos.x
local distance_y = entity.pos.y - self.pos.y
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
if not maxdistance or distance < maxdistance then
if shortest == -1 or distance < shortest then
shortest = distance
return_entity = entity
end
end
end
end
return return_entity
end
function Entity:Smart() function Entity:Smart()
end end
@ -63,12 +84,12 @@ function Entity:Kill()
KillLight(self.light) KillLight(self.light)
end end
if self.id ~= nil then if self.id ~= nil then
for _, e in pairs(LoadedEntities) do for _, e in pairs(LoadedObjects.Entities) do
if e.id > self.id then if e.id > self.id then
e.id = e.id - 1 e.id = e.id - 1
end end
end end
table.remove(LoadedEntities,self.id) table.remove(LoadedObjects.Entities,self.id)
end end
self = nil self = nil
end end

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@ -4,7 +4,7 @@ function GameStep()
for _, particle in pairs(LoadedParticles) do for _, particle in pairs(LoadedParticles) do
particle:Smart() particle:Smart()
end end
for _, enty in pairs(LoadedEntities) do for _, enty in pairs(LoadedObjects.Entities) do
enty:Smart() enty:Smart()
end end
end end
@ -12,7 +12,7 @@ function GameStep()
for _, particle in pairs(LoadedParticles) do for _, particle in pairs(LoadedParticles) do
particle:DoPhysics() particle:DoPhysics()
end end
for _, enty in pairs(LoadedEntities) do for _, enty in pairs(LoadedObjects.Entities) do
enty:DoPhysics() enty:DoPhysics()
end end

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@ -42,7 +42,7 @@ end
function GameworldDrawEntities() function GameworldDrawEntities()
love.graphics.setColor(1,1,1) love.graphics.setColor(1,1,1)
for _, enty in pairs(LoadedEntities) do for _, enty in pairs(LoadedObjects.Entities) do
enty:HandleAnimation() enty:HandleAnimation()
end end
end end

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@ -53,19 +53,22 @@ function Keybind:Default()
--Menu --Menu
Keybind.menu.pause= { keys = {"escape"}} Keybind.menu.pause= { keys = {"escape"}}
Keybind.menu.confirm= { keys = {"z", "space", 1}} Keybind.menu.confirm= { keys = {"z", "space", 1}}
--Move --Move
Keybind.move.left = { keys = {"left", "a"}} Keybind.move.left = { keys = {"left", "a"}}
Keybind.move.right = { keys = {"right", "d"}} Keybind.move.right = { keys = {"right", "d"}}
Keybind.move.up = { keys = {"up", "w"}} Keybind.move.up = { keys = {"up", "w"}}
Keybind.move.down = { keys = {"down", "s"}} Keybind.move.down = { keys = {"down", "s"}}
Keybind.move.jump = { keys = {"z", "space"}} Keybind.move.jump = { keys = {"z", "space"}}
Keybind.move.attack = { keys = {"x", 1}} Keybind.move.hook = { keys = {"x", 1}}
Keybind.move.dash = { keys = {"c", 2}} Keybind.move.dash = { keys = {"c", 2}}
--Debug --Debug
Keybind.debug.debug = { keys = {"f1"}} Keybind.debug.debug = { keys = {"f1"}}
Keybind.debug.reposition = { keys = {"f2"}} Keybind.debug.reposition = { keys = {"f2"}}
Keybind.debug.reload = { keys = {"f3"}} Keybind.debug.reload = { keys = {"f3"}}
Keybind.debug.editor = { keys = {"f4"}} Keybind.debug.editor = { keys = {"f4"}}
-- Editor -- Editor
Keybind.editor.palette = { keys = {"tab"}} Keybind.editor.palette = { keys = {"tab"}}

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@ -8,6 +8,16 @@ function math.sign(x)
end end
end end
function Vector(init_x, init_y, final_x, final_y)
local distance_x = final_x - init_x
local distance_y = final_y - init_y
return {distance_x, distance_y}
end
function GetVectorValue(vector)
return math.sqrt(vector[1] ^ 2 + vector[2] ^ 2)
end
function GetAngleFromVector(x,y) function GetAngleFromVector(x,y)
local reduce = 0 local reduce = 0
if x < 0 then if x < 0 then

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@ -43,7 +43,6 @@ function love.load()
levelNum = 1 levelNum = 1
currLevel = levelList[levelNum] currLevel = levelList[levelNum]
logPrint("currLevel: "..currLevel) logPrint("currLevel: "..currLevel)
LoadedEntities = {}
LoadedParticles = {} LoadedParticles = {}
LevelLoadTiles() LevelLoadTiles()