epervier-old/examples/gameplay/plateform/actors/player.lua
Kazhnuz a3b6bcd499 feat(world): add a frame hitbox data structure to process
It'll allow us to create a way to process everyframe of an animation and 
change hitbox according to the animation.

It should especially simplify the creation of battle system.
2019-06-23 10:19:01 +02:00

109 lines
2.5 KiB
Lua

local Base = require "gamecore.modules.world.actors.actor2D"
local Player = Base:extend()
function Player:new(world, x, y, id)
Player.super.new(self, world, "player", x, y, 16, 24, true)
self:setSprite("player", 8, 12)
self:cloneSprite()
self:setYGravity(480)
self.isPunching = false
self.direction = 1
self.punchName = ""
end
function Player:updateStart(dt)
self.xfrc = 480*3
if self.keys["up"].isPressed and (self.onGround) then
self.ysp = -280
end
if self.keys["down"].isDown then
self.mainHitbox:modify(0, 8, 16, 16)
else
self.mainHitbox:modify(0, 0, 16, 24)
end
if self.keys["left"].isDown and (not self.isPunching) then
self.xsp = -120
end
if self.keys["right"].isDown and (not self.isPunching) then
self.xsp = 120
end
if self.keys["A"].isDown then
self.isPunching = true
self.punchName = self:addHitboxFromFrameData({"punch", 16, 6, 12, 12, false})
else
self.isPunching = false
self:removeHitbox(self.punchName)
end
if (self.isPunching) then
self:checkHitboxCollisions(self.punchName)
end
if self.keys["start"].isPressed then
--self.world:switchActivity()
--self.assets:switchActivity()
self.scene.menusystem:activate()
self.scene.menusystem:switchMenu("PauseMenu")
self.scene:flushKeys()
end
self:setDirection(self.xsp)
end
function Player:updateEnd(dt)
self:setAnimation()
end
function Player:setAnimation()
self:setCustomSpeed(math.abs(self.xsp) / 12)
if (self.isPunching) then
self:changeAnimation("punch", false)
else
if (self.onGround) then
if math.abs(self.xsp) > 0 then
self:changeAnimation("walk", false)
else
self:changeAnimation("idle", true)
end
else
self:changeAnimation("jump", true)
end
end
end
function Player:setDirection(direction)
direction = direction or 0
if direction ~= 0 then
direction = utils.math.sign(direction)
self.direction = direction
self:setSpriteScallingX(direction)
end
end
function Player:collisionResponse(collision)
if collision.other.type == "coin" then
collision.other.owner:takeCoin(self)
end
end
function Player:hitboxResponse(name, type, collision)
if (collision.other.type == "coin") and (type == "punch") then
collision.other.owner:takeCoin(self)
end
end
function Player:draw()
Player.super.draw(self)
self:drawHitboxes()
utils.graphics.resetColor()
end
function Player:drawHUD(id)
love.graphics.print(id .. " test", 4, 4)
end
return Player