238 lines
6.8 KiB
Lua
238 lines
6.8 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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Player.health = 3
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Player.coins = 0
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-- physics
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o.vel = {
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x = 0,
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y = 0
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}
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-- constants
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o.acc = 45
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o.friction = 20
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o.gravity = 9.81
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o.climbHeight = 4
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o.jumpForce = 5
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o.maxSpeed = 600
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o.jumpMaxSpeed = 9.5
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o.zeroSpeed = 0.001
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o.lightRange = 20
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-- status
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o.isJumping = false
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o.isOnGround = 0
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o.coyoteValue = 5
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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.mask_type = animation.moth_mask
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-- sprite
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o.sprite_offset = {x = 8, y = 16}
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o.target_offset = {x = 0, y = 12}
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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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-- lights
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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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-- PLATFORMER INPUT
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if self.isOnGround > 0 then
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-- apply friction
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-- horizontal input (slide~~)
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if love.keyboard.isDown('a',"left") then
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self.vel.x = self.vel.x - self.acc*current_dt
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end
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if love.keyboard.isDown('d',"right") then
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self.vel.x = self.vel.x + self.acc*current_dt
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end
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if self.canJump then
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-- vertical input (jump!)
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if love.keyboard.isDown("up", "w") and self.isJumping ~= true then
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self.vel.y = self.vel.y - self.jumpForce
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self.isOnGround = 0
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self.isJumping = true
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end
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end
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end
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-- fall if down input on platforms
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if not isThereCollisionAt(
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self.pos.x,
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self.pos.y + self.vel.y
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) and not isThereLadderAt(
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self.pos.x,
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self.pos.y + self.vel.y
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) and isTherePlatformAt(
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self.pos.x,
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self.pos.y + self.vel.y
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) and love.keyboard.isDown("down", "s")
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then
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self.pos.y = self.pos.y + tileProperties.height/3
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self.isOnGround = 0
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end
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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.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
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-- animation manager
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if self.isOnLadder then
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self.body = self.body:ChangeTo(animation.nancy.jump)
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self.mask = self.mask:ChangeTo(self.mask_type.jump)
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elseif self.isOnGround == 0 and self.isJumping and 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.mask_type.fall)
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elseif self.isOnGround == 0 and 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.mask_type.jump)
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elseif self.vel.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.mask_type.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.mask_type.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 self.body.anim_speed = self.body.anim_speed + 0.001 end
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end
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self.body:Animate()
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self.body:Draw(
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self.pos.x - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
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self.pos.y - Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
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self.sprite_rotation,
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self.sprite_scale.x * self.sprite_flip.x,
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self.sprite_scale.y * self.sprite_flip.y
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)
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self.mask:Draw(
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self.pos.x - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
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self.pos.y - Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
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self.sprite_rotation,
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self.sprite_scale.x * self.sprite_flip.x,
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self.sprite_scale.y * self.sprite_flip.y
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)
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--[[
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love.graphics.print(self.body.frame .. "/".. self.body.frames.." - "..self.body.subframe.."/"..self.body.speed.." ("..current_dt..")")
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love.graphics.print(animation.nancy.idle.path,0,20)
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love.graphics.print(self.body.path,0,30)
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]]
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end
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function Player:DoPhysics()
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-- reset physics resolution
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self.canFall = true
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self.canJump = true
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self.canFriction = true
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-- reset flags
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self.isOnLadder = false
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-- truncate to max & min values
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if math.abs(self.vel.x) > self.maxSpeed then
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self.vel.x = self.maxSpeed * math.sign(self.vel.x)
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end
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if math.abs(self.vel.y) > self.maxSpeed then
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self.vel.y = self.maxSpeed * math.sign(self.vel.y)
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end
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if math.abs(self.vel.x) < self.zeroSpeed then
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self.vel.x = 0
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end
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if math.abs(self.vel.y) < self.zeroSpeed then
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self.vel.y = 0
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end
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-- if on air, say so!
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if self.vel.y > 5 then
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self.isJumping = true
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end
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-- if its on ground, then say so.
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if self.vel.y > 0 then
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if isThereAnyCollisionAt(
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self.pos.x,
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self.pos.y + self.vel.y
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) then
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self.isOnGround = self.coyoteValue
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self.isJumping = false
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end
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end
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-- horizontal collisions
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if isThereAnyCollisionAt(self.pos.x + self.vel.x, self.pos.y) then
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-- checks for ladders
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if isThereLadderAt(self.pos.x + self.vel.x, self.pos.y)
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and self.vel.x ~= 0
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and not isThereLadderAt(self.pos.x, self.pos.y)
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then
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self.vel.y = 0
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self.vel.x = 0
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self.pos.y = self.pos.y - 4 * current_dt
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self.canFall = false
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self.canJump = false
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self.canFriction = false
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self.isOnLadder = true
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self.isOnGround = self.coyoteValue
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end
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-- checks for slopes
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for i = 1, self.climbHeight do
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if not isThereCollisionAt(self.pos.x + self.vel.x, self.pos.y - i)
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and self.isOnGround > 0 then
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self.pos.x = self.pos.x + self.vel.x * 4/5
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self.pos.y = self.pos.y - i
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self.canFriction = false
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break
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end
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end
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-- hey, you arent permanently stopped while collisioning, just lose a bit of force!
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if self.canFriction then
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self.vel.x = self.vel.x * (1 - math.min(current_dt * self.friction/15, 1))
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end
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else
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self.pos.x = self.pos.x + self.vel.x
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end
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-- vertical collision
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if self.vel.y > 0
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and isThereAnyCollisionAt(self.pos.x, self.pos.y + self.vel.y) then
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self.isOnGround = self.coyoteValue
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self.isJumping = false
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self.vel.y = 0
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else
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self.pos.y = self.pos.y + self.vel.y
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self.isOnGround = math.max(self.isOnGround - 1, 0)
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end
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-- drop.
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if self.canFall then
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self.vel.y = self.vel.y + 2*self.gravity * current_dt
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end
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-- friction hard in ground, soft in air
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if self.isOnGround > 0 then
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self.vel.x = self.vel.x * (1 - math.min(current_dt * self.friction, 1))
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else
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self.vel.x = self.vel.x * (1 - math.min(current_dt * self.friction/20, 1))
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end
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end
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