rope, moved entities from LoadedEntities to LoadedObjects.Entities
This commit is contained in:
parent
7f42dea6fa
commit
ff99b79563
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@ -40,7 +40,7 @@ function DebugEntities()
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for _, particle in pairs(LoadedParticles) do
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for _, particle in pairs(LoadedParticles) do
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particle:Debug()
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particle:Debug()
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end
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end
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for _, enty in pairs(LoadedEntities) do
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for _, enty in pairs(LoadedObjects.Entities) do
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enty:Debug()
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enty:Debug()
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end
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end
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end
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end
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@ -108,7 +108,7 @@ function EditorDoEdit()
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elseif vertical < 0 then
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elseif vertical < 0 then
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expand_v = vertical
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expand_v = vertical
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end
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end
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love.graphics.print("> " .. horizontal .. ", " .. vertical)
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love.graphics.print("> " .. horizontal .. ", " .. vertical .. "; " .. math.floor(mouse_x / game.scale + Camera.pos.x) .. ", " .. math.floor(mouse_y / game.scale + Camera.pos.y))
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love.graphics.print("> " .. LevelWidth .. "(" .. expand_h .. "), " .. LevelHeight .. "(".. expand_v .. ")", 0, 10)
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love.graphics.print("> " .. LevelWidth .. "(" .. expand_h .. "), " .. LevelHeight .. "(".. expand_v .. ")", 0, 10)
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if not palette then
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if not palette then
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@ -2,8 +2,10 @@ Arrow = Entity:New(x,y)
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function Arrow:New(x,y,rotation,speed)
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function Arrow:New(x,y,rotation,speed)
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local o = Entity:New(x,y)
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local o = Entity:New(x,y)
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arrow = arrow + 1
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o.pos = {x = x, y = y}
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o.type = "arrow"
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o.pos = {x = x, y = y}
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o.speed = speed or 0
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o.speed = speed or 0
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o.sprite_rotation = rotation or 0
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o.sprite_rotation = rotation or 0
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o.vel = {
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o.vel = {
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@ -17,8 +19,8 @@ Arrow = Entity:New(x,y)
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-- animations
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-- animations
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o.body = Animation:New(animation.kupo.arrow)
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o.body = Animation:New(animation.kupo.arrow)
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table.insert(LoadedEntities,o)
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table.insert(LoadedObjects.Entities,o)
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o.id = #LoadedEntities
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o.id = #LoadedObjects.Entities
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setmetatable(o, self)
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setmetatable(o, self)
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self.__index = self
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self.__index = self
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@ -3,6 +3,7 @@ CursedBook = Entity:New(x,y)
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function CursedBook:New(x,y)
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function CursedBook:New(x,y)
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local o = Entity:New(x,y)
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local o = Entity:New(x,y)
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o.type = "cursed_book"
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-- behaviour
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-- behaviour
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o.pos = {x = x, y = y}
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o.pos = {x = x, y = y}
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o.speed = 0.01
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o.speed = 0.01
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@ -28,8 +29,8 @@ CursedBook = Entity:New(x,y)
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o.light_range = 500
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o.light_range = 500
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o.light = CreateLight(o.pos.x,o.pos.y,o.light_range,2,HEX2RGB("#fe00d1"))
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o.light = CreateLight(o.pos.x,o.pos.y,o.light_range,2,HEX2RGB("#fe00d1"))
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table.insert(LoadedEntities,o)
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table.insert(LoadedObjects.Entities,o)
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o.id = #LoadedEntities
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o.id = #LoadedObjects.Entities
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setmetatable(o, self)
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setmetatable(o, self)
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self.__index = self
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self.__index = self
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@ -3,6 +3,8 @@ Decoration = Entity:New(x,y)
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function Decoration:New(x,y,animation,lightRange)
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function Decoration:New(x,y,animation,lightRange)
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local o = Entity:New(x,y)
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local o = Entity:New(x,y)
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o.type = "decoration"
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o.pos = {x = x, y = y}
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o.pos = {x = x, y = y}
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-- animations
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-- animations
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@ -15,8 +17,8 @@ function Decoration:New(x,y,animation,lightRange)
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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end
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end
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table.insert(LoadedEntities,o)
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table.insert(LoadedObjects.Entities,o)
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o.id = #LoadedEntities
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o.id = #LoadedObjects.Entities
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setmetatable(o, self)
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setmetatable(o, self)
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self.__index = self
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self.__index = self
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@ -3,6 +3,8 @@ Fairy = Entity:New(x,y)
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function Fairy:New(x,y)
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function Fairy:New(x,y)
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local o = Entity:New(x,y)
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local o = Entity:New(x,y)
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o.type = "fairy"
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-- behaviour
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-- behaviour
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o.pos = {x = x, y = y}
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o.pos = {x = x, y = y}
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o.speed = 1.4
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o.speed = 1.4
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@ -24,8 +26,8 @@ Fairy = Entity:New(x,y)
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o.particle_timer = 0
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o.particle_timer = 0
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o.particle_time = 5
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o.particle_time = 5
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table.insert(LoadedEntities,o)
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table.insert(LoadedObjects.Entities,o)
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o.id = #LoadedEntities
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o.id = #LoadedObjects.Entities
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setmetatable(o, self)
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setmetatable(o, self)
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self.__index = self
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self.__index = self
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@ -3,6 +3,8 @@ Kupo = Entity:New(x,y)
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function Kupo:New(x,y)
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function Kupo:New(x,y)
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local o = Entity:New(x,y)
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local o = Entity:New(x,y)
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o.type = "kupo"
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o.pos = {x = x, y = y}
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o.pos = {x = x, y = y}
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o.speed = 20
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o.speed = 20
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o.range = 200
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o.range = 200
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@ -28,8 +30,8 @@ Kupo = Entity:New(x,y)
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o.lightRange = o.range/2
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o.lightRange = o.range/2
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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table.insert(LoadedEntities,o)
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table.insert(LoadedObjects.Entities,o)
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o.id = #LoadedEntities
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o.id = #LoadedObjects.Entities
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setmetatable(o, self)
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setmetatable(o, self)
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self.__index = self
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self.__index = self
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@ -5,7 +5,6 @@ Particle = Entity:New(x,y)
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o.pos = {x = x, y = y}
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o.pos = {x = x, y = y}
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o.speed = particle_data.speed or 0
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o.speed = particle_data.speed or 0
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o.direction = particle_data.direction or o.direction
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o.direction = particle_data.direction or o.direction
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o.sprite_rotation = particle_data.sprite_rotation or o.sprite_rotation
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o.sprite_rotation = particle_data.sprite_rotation or o.sprite_rotation
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@ -3,9 +3,8 @@
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function Player:New(x,y)
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function Player:New(x,y)
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local o = Entity:New(x,y)
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local o = Entity:New(x,y)
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Player.health = 3
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Player.coins = 0
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o.type = "player"
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-- physics
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-- physics
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o.moveSpeed = 1.3 -- gameworld pixels
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o.moveSpeed = 1.3 -- gameworld pixels
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o.zeroSpeed = 0.01 -- gameworld pixels
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o.zeroSpeed = 0.01 -- gameworld pixels
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@ -22,6 +21,7 @@
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o.dashCooldownTime = 0.1 -- seconds
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o.dashCooldownTime = 0.1 -- seconds
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o.dashCooldownTimer = 0 -- seconds
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o.dashCooldownTimer = 0 -- seconds
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-- dash values
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o.dashTimer = 0 -- seconds
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o.dashTimer = 0 -- seconds
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o.dashTime = 0.15 -- seconds
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o.dashTime = 0.15 -- seconds
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o.dashDistance = 40 -- gameworld pixels
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o.dashDistance = 40 -- gameworld pixels
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@ -29,30 +29,36 @@
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o.dashCount = 1 -- int
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o.dashCount = 1 -- int
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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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o.hookDistance = 100
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o.hookedDistance = 80
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o.hookAnchor = {
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x = nil,
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y = nil
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}
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o.boxCollision = {
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o.boxCollision = {
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from = {x = -8, y = -16}, --gameworld pixels
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from = {x = -8, y = -16}, --gameworld pixels
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to = {x = 8, y = 0} -- gameworld pixels
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to = {x = 8, y = 0} -- gameworld pixels
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}
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}
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o.lightRange = 0 -- screen pixels
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o.lightRange = 10 -- screen pixels
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-- status
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-- status
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o.isDashing = false
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o.isDashing = false
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o.isJumping = 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.isOnGround = true
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o.isOnLadder = false
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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.maskType = animation.moth_mask
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o.maskType = animation.moth_mask
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o.anchorRespawn = {
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o.anchorRespawn = {
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x = o.pos.x,
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x = o.pos.x,
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y = o.pos.y
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y = o.pos.y
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}
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}
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o.anchorRope = {
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x = nil,
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y = nil
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}
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-- sprite
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-- sprite
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o.target_offset = {x = 0, y = 0}
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o.target_offset = {x = 0, y = 0}
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@ -64,8 +70,8 @@
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-- lights
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-- lights
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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table.insert(LoadedEntities,o)
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table.insert(LoadedObjects.Entities,o)
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o.id = #LoadedEntities
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o.id = #LoadedObjects.Entities
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setmetatable(o, self)
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setmetatable(o, self)
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self.__index = self
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self.__index = self
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@ -73,15 +79,24 @@
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end
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end
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function Player:Smart()
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function Player:Smart()
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self:LightAdjust(-self.target_offset.x,-self.target_offset.y)
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self:LightAdjust(self.target_offset.x,self.target_offset.y)
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-- reset coyoteValue
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if self.isOnGround then
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self.coyoteValue = self.coyoteAmount
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elseif self.coyoteValue > 0 then
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self.coyoteValue = self.coyoteValue - 1
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end
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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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if Keybind:CheckDown(Keybind.move.left) then
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if Keybind:CheckDown(Keybind.move.left) then
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self.move_x = -self.moveSpeed
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self.move_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 = self.moveSpeed
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self.move_x = self.moveSpeed
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end
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end
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-- jump if on ground (coyotevalue)
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if Keybind:CheckDown(Keybind.move.jump) then
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if Keybind:CheckDown(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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@ -90,19 +105,20 @@ function Player:Smart()
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end
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end
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end
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end
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if self.isOnGround then
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-- dash timer
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self.coyoteValue = self.coyoteAmount
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elseif self.coyoteValue > 0 then
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self.coyoteValue = self.coyoteValue - 1
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end
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self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
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self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
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-- try to dash
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if Keybind:CheckDown(Keybind.move.dash) then
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if Keybind:CheckDown(Keybind.move.dash) then
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if self.dashCooldownTimer == 0
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if self.dashCooldownTimer == 0
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and not self.isDashing
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and not self.isDashing
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and self.dashCount > 0 then
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and self.dashCount > 0 then
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-- state player
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self.dashCount = self.dashCount - 1
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self.dashCount = self.dashCount - 1
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self.isDashing = true
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self.isDashing = true
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-- get dash direction
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local vertical = 0
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local vertical = 0
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if Keybind:CheckDown(Keybind.move.down) then vertical = vertical + 1 end
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if Keybind:CheckDown(Keybind.move.down) then vertical = vertical + 1 end
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if Keybind:CheckDown(Keybind.move.up) then vertical = vertical - 1 end
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if Keybind:CheckDown(Keybind.move.up) then vertical = vertical - 1 end
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@ -110,16 +126,32 @@ function Player:Smart()
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if Keybind:CheckDown(Keybind.move.right) then horizontal = horizontal + 1 end
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if Keybind:CheckDown(Keybind.move.right) then horizontal = horizontal + 1 end
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if Keybind:CheckDown(Keybind.move.left) then horizontal = horizontal - 1 end
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if Keybind:CheckDown(Keybind.move.left) then horizontal = horizontal - 1 end
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-- if no direction, then dash forward
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if horizontal == 0 and vertical == 0 then
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if horizontal == 0 and vertical == 0 then
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horizontal = self.sprite_flip.x
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horizontal = self.sprite_flip.x
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end
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end
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-- set dash values
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self.dashDirection = GetAngleFromVector(horizontal, vertical)
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self.dashDirection = GetAngleFromVector(horizontal, vertical)
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self.dashTimer = self.dashTime
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self.dashTimer = self.dashTime
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end
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end
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else
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else
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-- not dashing!
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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:CheckDown(Keybind.move.hook) then
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local anchor = self:CheckNearest("decoration",self.hookDistance)
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if anchor then
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self.isHooked = true
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self.hookAnchor = {
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x = anchor.pos.x,
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y = anchor.pos.y
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}
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end
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else
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self.isHooked = false
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end
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end
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end
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function Player:DoPhysics()
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function Player:DoPhysics()
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@ -131,13 +163,16 @@ function Player:DoPhysics()
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end
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end
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if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
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if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
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end
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end
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-- reset state
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-- reset state
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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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-- DASH STATE
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-- DASH STATE
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if self.dashTimer > 0 then
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if self.dashTimer > 0 then
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self.canFall = false
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-- dash particle
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-- dash particle
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local particle_data = {
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local particle_data = {
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animation = self.body,
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animation = self.body,
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@ -153,28 +188,44 @@ function Player:DoPhysics()
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-- dash movement
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-- dash movement
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self.vel.x = self.dashSpeed * math.cos(self.dashDirection)
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self.vel.x = self.dashSpeed * math.cos(self.dashDirection)
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self.vel.y = self.dashSpeed * math.sin(self.dashDirection)
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self.vel.y = self.dashSpeed * math.sin(self.dashDirection)
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else
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end
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-- not in dash; fall normally
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-- hook state
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if self.isHooked then
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local hook = Vector(self.pos.x, self.pos.y, self.hookAnchor.x, self.hookAnchor.y)
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if GetVectorValue(hook) > self.hookedDistance then
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local hook_angle = GetAngleFromVector(hook[1],hook[2])
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self.pos.x = self.hookAnchor.x + self.hookedDistance * math.cos(-math.rad(180)+hook_angle)
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self.pos.y = self.hookAnchor.y + self.hookedDistance * math.sin(-math.rad(180)+hook_angle)
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end
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end
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||||||
|
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
|
||||||
self.vel.y = 0
|
|
||||||
end
|
end
|
||||||
|
self.vel.y = 0
|
||||||
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
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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
|
||||||
|
|
||||||
|
|
|
@ -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
|
||||||
|
|
|
@ -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"}}
|
||||||
|
|
||||||
|
|
|
@ -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
|
||||||
|
|
1
main.lua
1
main.lua
|
@ -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()
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue