202 lines
5.7 KiB
Lua
202 lines
5.7 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.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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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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o.boxCollision = {
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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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}
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o.lightRange = 0 -- 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.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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-- 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 = CreateLight(o.pos.x,o.pos.y,o.lightRange)
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table.insert(LoadedEntities,o)
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o.id = #LoadedEntities
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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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if self.dashTimer <= 0 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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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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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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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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self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
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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.dashCount = self.dashCount - 1
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self.isDashing = true
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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 horizontal == 0 and vertical == 0 then
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horizontal = self.sprite_flip.x
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end
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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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self.isDashing = false
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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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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.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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-- 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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else
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-- not in dash; fall normally
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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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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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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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self.vel.y = 0
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end
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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.move_x ~= 0 then self.sprite_flip.x = math.sign(self.move_x) 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 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: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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