317 lines
7.6 KiB
Lua
317 lines
7.6 KiB
Lua
Player = Entity: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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o.type = "player"
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-- physics
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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.move_x = 0 -- gameworld pixels
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o.airFriction = 0.01 -- gameworld pixels
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o.groundFriction = 0.3 -- gameworld pixels
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o.jumpImpulse = 3.5 -- gameworld pixels
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o.coyoteAmount = 5 -- int
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o.coyoteValue = 5 -- frames
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o.dashCooldownTime = 0.1 -- 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.dashTime = 0.15 -- seconds
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o.dashDistance = 40 -- gameworld pixels
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o.dashSpeed = o.dashDistance / (o.dashTime*60) -- pixels
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o.dashCount = 1 -- int
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o.dashAmount = 10 -- int
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-- hook values
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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.lightRange = 40 -- screen pixels
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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.canFall = true
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o.canFriction = true
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o.maskType = animation.moth_mask
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o.anchorRespawn = {
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x = o.pos.x,
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y = o.pos.y
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}
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-- sprite
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o.target_offset = {x = 0, y = 0}
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o.body = Animation:New(animation.nancy.idle)
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o.mask = Animation:New(animation.moth_mask.idle)
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o:centerOffset(o.body)
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o:getBoundingBox(o.body,0,3,-1,-3)
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-- lights
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o.light = Light:New(o.pos.x,o.pos.y,o.lightRange)
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table.insert(LoadedObjects.Entities,o)
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o.id = #LoadedObjects.Entities
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setmetatable(o, self)
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self.__index = self
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return o
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end
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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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-- 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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-- horizontal movement
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if Keybind:CheckDown(Keybind.move.left) then
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self.move_x = -self.moveSpeed
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elseif Keybind:CheckDown(Keybind.move.right) then
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self.move_x = self.moveSpeed
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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 self.coyoteValue > 0 then
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self.vel.y = -self.jumpImpulse
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self.coyoteValue = 0
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end
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end
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end
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-- dash timer
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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 self.dashCooldownTimer == 0
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and not self.isDashing
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and self.dashCount > 0 then
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self:Unhook()
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-- state player
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self.isDashing = true
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self.dashCount = self.dashCount - 1
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-- get dash direction
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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.up) then vertical = vertical - 1 end
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local horizontal = 0
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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 no direction, then dash forward
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if horizontal == 0 and vertical == 0 then
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horizontal = self.sprite_flip.x
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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.dashTimer = self.dashTime
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end
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else
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-- not dashing!
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self.isDashing = false
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end
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if Keybind:CheckPressed(Keybind.move.hook) then
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if self.isHooked then
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self:Unhook()
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else
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local anchor = self:CheckNearest("hook_anchor",self.hookDistance)
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if anchor then
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self.isHooked = true
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self.hookDistance = anchor.hookDistance
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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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end
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end
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end
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function Player:DoPhysics()
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if self.dashTimer <= 0 then
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if self.isOnGround then
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self.vel.x = self.vel.x * (1-self.groundFriction)
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else
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self.vel.x = self.vel.x * (1-self.airFriction)
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end
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self.vel.y = self.vel.y * (1-self.airFriction)
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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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-- reset state
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self.canFall = true
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self.isOnGround = false
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-- adjust timers
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self.dashTimer = self.dashTimer - current_dt
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-- DASH STATE
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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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local particle_data = {
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animation = self.body,
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sprite_tint = HEX2RGB("#fed100"),
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sprite_alpha = 0.5,
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sprite_flip = {
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x = self.sprite_flip.x,
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y = self.sprite_flip.y
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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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self.dashCooldownTimer = self.dashCooldownTime
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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.y = self.dashSpeed * math.sin(self.dashDirection)
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end
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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.hookDistance then
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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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hook_angle = hook_angle - math.rad(0.05)
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self.move_x = 0
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end
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if Keybind:CheckDown(Keybind.move.left) then
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hook_angle = hook_angle + math.rad(0.05)
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self.move_x = 0
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end
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local particle_data = {
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animation = self.body,
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sprite_tint = HEX2RGB("#fed100"),
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sprite_alpha = 0.5,
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sprite_flip = {
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x = self.sprite_flip.x,
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y = self.sprite_flip.y
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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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local pos_x = self.hookAnchor.x + self.hookDistance * math.cos(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.y = self.vel.y + pos_y - self.pos.y
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self.pos.x = pos_x
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self.pos.y = pos_y
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end
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end
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if self.canFall then
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-- not in dash
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self.dashTimer = 0
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self.vel.y = self.vel.y + gravity
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end
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-- horizontal collision
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if not self:isCollidingAt(self.pos.x + self.vel.x + self.move_x, self.pos.y, LoadedObjects.Collisions) then
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self.pos.x = self.pos.x + self.vel.x + self.move_x
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else
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self.vel.x = 0
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end
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-- vertical collision
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if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, LoadedObjects.Collisions) then
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self.pos.y = self.pos.y + self.vel.y
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else
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if self.vel.y > 0 then
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self.isOnGround = true
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self.dashCount = self.dashAmount
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end
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self.vel.y = 0
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end
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-- if u collision w hazard, respawn
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if self:isCollidingAt(self.pos.x, self.pos.y, LoadedObjects.Hazards) then
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self:Respawn()
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end
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end
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function Player:Respawn()
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self.pos.x = self.anchorRespawn.x
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self.pos.y = self.anchorRespawn.y
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end
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function Player:HandleAnimation()
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-- flip sprite to look in the direction is moving
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if self.isHooked then
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if self.vel.x ~= 0 then
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self.sprite_flip.x = math.sign(self.vel.x)
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end
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elseif self.move_x ~= 0 then
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self.sprite_flip.x = math.sign(self.move_x)
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end
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-- animation priority
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if self.vel.y > 1.25 then
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self.body = self.body:ChangeTo(animation.nancy.fall)
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self.mask = self.mask:ChangeTo(self.maskType.fall)
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elseif self.vel.y < 0 then
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self.body = self.body:ChangeTo(animation.nancy.jump)
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self.mask = self.mask:ChangeTo(self.maskType.jump)
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elseif self.vel.x + self.move_x ~= 0 then
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self.body = self.body:ChangeTo(animation.nancy.run)
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self.mask = self.mask:ChangeTo(self.maskType.run)
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else
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self.body = self.body:ChangeTo(animation.nancy.idle)
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self.mask = self.mask:ChangeTo(self.maskType.idle)
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end
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-- special case: idle animation gets slower by time
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if self.body.anim_path == animation.nancy.idle.path then
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if self.body.anim_speed < 0.5 then
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self.body.anim_speed = self.body.anim_speed + 0.001
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end
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end
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if self.isHooked then
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love.graphics.line(
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-Camera.pos.x + self.pos.x,
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-Camera.pos.y + self.pos.y,
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-Camera.pos.x + self.hookAnchor.x,
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-Camera.pos.y + self.hookAnchor.y
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)
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end
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self.body:Animate()
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self:Draw(self.body)
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if self.dashCount > 0 then
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self:Draw(self.mask)
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end
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self.move_x = 0
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end
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function Player:Unhook()
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self.isHooked = false
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self.hookAnchor = nil
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end
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