467 lines
11 KiB
Lua
467 lines
11 KiB
Lua
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local Entity = require "scenes.levels.actors.parent"
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local phys = require "datas.physics"
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local playerHeight = 32
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local grindheight = 32
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local Character = Entity:extend()
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-- Un "personnage" est une entité unique, dans le sens où elle possède un controller
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-- special, qui fait le lien entre elle et les différents éléments du niveau
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-- Le code des personnages normaux et rivaux est exactement le même, les différence
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-- sont géré par les controlleurs, qui s'occupent de leur envoyer les données
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-- de touche, et d'effecter les réactions logique en cas de disparition de l'entité
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-- (terminer le niveau pour un joueur, juste le détruire pour un rival)
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-- Le personnage ne sait pas à l'intérieur de lui même s'il est contrôler par une
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-- IA ou par un vrai joueur.
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-- Il n'a pas non plus accès aux détails de la mission, qui sont aussi géré par
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-- son controller special (vu par "self.charcontroller")
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function Character:new(charcontroller, rail, character, id)
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self.charcontroller = charcontroller
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local world = self.charcontroller.controller.world
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local rail = rail or 2
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local y = 10 + (rail*20)
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Character.super.new(self, world, "character", 16-8, y-8, 0, 16, 16, playerHeight)
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self.name = "player"
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self.charid = id or 1
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self.yspeed = 0
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self.xspeed = 0
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self.zspeed = 0
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self.ymove = false
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self.onGround = true
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self.groundBellow = true
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self.groundTerrain = 0
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self.isJumping = false
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self.isInAerialAction = false
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self.canAerialAction = true
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self.isInAction = false
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self.canAction = true
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self.dash = false
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self:setDebugColor(0, 255, 0)
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self:characterInit(character)
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self:setSprite("character" .. self.charid, 32, 48, true)
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self.depth = -1
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self.rings = 0
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self.score = 0
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self.combo = 0
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self.bonus = 0
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self.turn = 1
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self.life = 3
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self.startx = self.x
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self.starty = self.y
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self.grind = false
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self.ai = isAIControlled or false
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end
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function Character:characterInit(char)
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self.data = game.characters:getCharacterData(char)
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self.lifeicon = self.data.assets.lifeicon
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end
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function Character:update(dt)
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self:updateTimers(dt)
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-- On initialise les variables de directions
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local dx, dy, dz = 0, 0, 0
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-- On commence par récupérer les inputs fait sur le pad virtuel, qui est géré
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-- dans game.input.keys. On le garde dans une variable qui sera utilisée dans
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-- tout l'objet joueur
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self.groundTerrain, self.groundBellow = self:getTerrain()
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self.keys = self.charcontroller:getKeys()
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self:sideSteps()
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self:jumpAction()
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self:jump()
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self:normalAction()
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self:applyVerticalVelocity(dt)
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self:autoMove(dt)
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self:snaptoRails(dt)
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self:move()
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end
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-- ACTIONS FUNCTIONS --
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function Character:sideSteps()
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if self.grind == true then
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if (self.keys["up"].isPressed) then
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self.yspeed = - 1 * 60 * phys.side
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self.ymove = true
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elseif (self.keys["down"].isPressed) then
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self.yspeed = 60 * phys.side
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self.ymove = true
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else
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self.ymove = false
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end
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else
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if (self.keys["up"].isDown) then
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self.yspeed = - 1 * 60 * phys.side
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self.ymove = true
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elseif (self.keys["down"].isDown) then
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self.yspeed = 60 * phys.side
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self.ymove = true
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else
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self.ymove = false
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end
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end
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end
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function Character:jump()
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if (self.keys["A"].isPressed) and (self.onGround) then
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self.zspeed = 60 * self.data.stats.jmp
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self.onGround = false
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self.isJumping = true
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self.isInAction = false
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end
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end
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function Character:jumpAction()
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if self.data.stats.jumpaction == "doublejump" then
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if (self.keys["A"].isPressed) and (self.isJumping) and (self.canAerialAction) then
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self.zspeed = 60 * self.data.stats.jumpaction_power
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self.isInAerialAction = true
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self.canAerialAction = false
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end
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end
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end
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function Character:normalAction()
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if self.data.stats.action == "spinattack" then
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if (self.keys["B"].isPressed) and (self.onGround) and (self.canAction) and (self.grind == false) then
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self.xspeed = math.max(self.xspeed, self.data.stats.spd * 60)
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self.isInAction = true
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self.canAction = false
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self:addTimer("action", .5)
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self:addTimer("action_cooldown", 1)
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end
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end
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end
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-- Moving functions --
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function Character:move()
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local cols, coll_number
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self:setFilter()
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self.x, self.y, self.z, cols, coll_number = Character.super.move(self)
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for i=1, coll_number do
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local col = cols[i]
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if col.other.type == "collectible" then
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col.other:pickedUp(self)
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end
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self.collisionResponse(cols[i])
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end
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end
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function Character:collisionResponse(other)
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if other == nil then return 0 end
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if other.type == "collectible" then
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other:pickedUp()
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end
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end
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function Character:setFilter()
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self.filter = function(item, other)
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if other.type == "collectible" then return "cross"
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else return "cross" end
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end
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end
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function Character:autoMove(dt)
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local max = self.data.stats.spd
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self.lockspeed = false
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acc = phys.acc
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if (self.groundTerrain == 1) and (self.z <= 0) then
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self.dash = true
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self:addTimer("dash", 2)
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acc = phys.acc
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end
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if (self.groundTerrain == 2) and (self.z <= 0) then
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max = phys.max * 1/3
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self.dash = false
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self.acc = acc*2
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end
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if (self.groundTerrain == 4) and (self.z <= 0) then
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self.dash = true
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self:addTimer("dash", 2)
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self.zspeed = 60 * (phys.spring * 4/5)
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self.onGround = false
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self.isJumping = true
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self.assets.sfx["jumpboard"]:play()
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end
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if (self.groundTerrain == 3) and (self.z <= 0) then
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max = 0
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self.dash = false
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self.acc = acc*3
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self.xspeed = self.xspeed * 3/4
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--self.lockspeed = true
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end
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if (self.lockspeed == false) then
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if self.dash == true then
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self.xspeed = max * 60 * phys.boost
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elseif self.grind == true then
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self.xspeed = max * 60
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else
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if self.xspeed < (max*60) then
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self.xspeed = self.xspeed + acc
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elseif (self.xspeed - acc*2) > (phys.max*60) then
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self.xspeed = self.xspeed - acc*2
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else
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self.xspeed = (max*60)
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end
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end
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self.x = self.x + self.xspeed * dt
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end
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if self.x >= self.controller.world.width then
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self:overflowLevel()
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end
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end
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function Character:applyVerticalVelocity(dt)
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if (self.groundBellow == false) and (self.onGround == true) then
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self.onGround = false
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end
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local grindBellow = self.world:getGrindAtPoint(self.x, self.y, self.turn)
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if (grindBellow == false) and (self.onGround == true) and self.z > 0 then
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self.onGround = false
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self.grind = false
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end
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if (self.onGround == false) then
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self.zspeed = self.zspeed - phys.grv
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if self.zspeed < 0 then
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if (self.z + self.zspeed*dt <= 0) and (self.groundBellow == true) then
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self.z = 0
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self.onGround = true
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self.isJumping = false
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self.grind = false -- pas vraiment nécessaire de retirer le grind ici
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self.isInAerialAction = false
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self.canAerialAction = true
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end
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if (self.z + self.zspeed*dt <= grindheight) and (self.z + self.zspeed*dt > grindheight - 8) and (grindBellow == true) then
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self.z = grindheight
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self.onGround = true
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self.isJumping = false
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self.grind = true
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self.isInAerialAction = false
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self.canAerialAction = true
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end
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if (self.groundBellow == false) and (self.z < -64) then
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self:die()
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end
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end
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self.z = self.z + self.zspeed*dt
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end
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if self.ground == true then
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self.zspeed = 0
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end
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end
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function Character:snaptoRails(dt)
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local centery = self.y + 8
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local yrail = math.floor((centery - 10) / 20)
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local newyrail = math.floor((centery + self.yspeed*dt - 10) / 20)
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if (newyrail < 0) and (self.yspeed < 0) then
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centery = 10
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self.yspeed = 0
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elseif (newyrail >= 4) and (self.yspeed > 0) then
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centery = 90
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self.yspeed = 0
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else
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if (self.ymove == false) and (yrail ~= newyrail) then
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if self.yspeed > 0 then
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centery = newyrail * 20 + 10
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end
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if self.yspeed < 0 then
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centery = yrail * 20 + 10
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end
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self.yspeed = 0
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else
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centery = centery + self.yspeed*dt
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end
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end
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self.y = centery - 8
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end
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---------- INTERACTION FUNCTIONS ---------
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function Character:getTerrain()
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local terrain, groundbellow
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terrain = self.world:getTerrainAtPoint(self.x, self.y, self.turn)
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if (terrain == 3) then
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groundbellow = false
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else
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groundbellow = true
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end
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return terrain, groundbellow
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end
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function Character:addScore(score)
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self.combo = self.combo + 1
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self.bonus = math.floor(self.combo / 5) * 2
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self.score = self.score + score + math.floor(1/10 * score * self.bonus)
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self:addTimer("combo", 3)
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end
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---------- DRAWING FUNCTIONS ---------
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function Character:animations()
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self.assets.sprites["character" .. self.charid]:setCustomSpeed(math.abs(self.xspeed / 16))
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if self.onGround then
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if self.grind == true then
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self:setAnimation("grind")
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elseif self.isInAction == true then
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self:setAnimation("action")
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else
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if self.xspeed == 0 then
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self:setAnimation("idle")
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elseif self.xspeed < phys.max*60 then
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self:setAnimation("run2")
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elseif self.xspeed >= phys.max*60 then
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self:setAnimation("dash")
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end
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end
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else
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if self.isJumping then
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self:setAnimation("jump")
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else
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self:setAnimation("fall")
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end
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end
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end
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function Character:setAnimation(animation)
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if (self.animation ~= animation) then
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self.animation = animation
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self.assets.sprites["character" .. self.charid]:changeAnimation(animation, true)
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end
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end
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function Character:draw()
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self:animations()
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if (self.z < 0) and (self.onGround == false) then
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z = self.z
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if self.z < -48 then z = -48 end
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love.graphics.setScissor(0, 0, 424, self.y + 100)
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end
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self:drawSprite()
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love.graphics.setScissor()
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end
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function Character:drawEcho()
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self:animations()
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if (self.z < 0) and (self.onGround == false) then
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z = self.z
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if self.z < -48 then z = -48 end
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love.graphics.setScissor(0, 0, 424, self.y + 100)
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end
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self:drawSprite(self.world.width, 0)
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love.graphics.setScissor()
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end
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function Character:drawShadow(tx, ty)
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if (self.z < 0) and (self.onGround == false) then
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return 0
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end
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Character.super.drawShadow(self, tx, ty)
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end
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function Character:drawShadowEcho()
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if (self.z < 0) and (self.onGround == false) then
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return 0
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end
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Character.super.drawShadow(self, self.world.width, 0)
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end
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---------- LEVEL FINISH FUNCTIONS ----------
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function Character:overflowLevel()
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self.charcontroller:newLap()
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end
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function Character:finishLevel()
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--love.event.quit()
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end
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function Character:die()
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if self.life == 0 then
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self.charcontroller:die()
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else
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self.life = self.life - 1
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self.x = self.startx
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self.y = self.starty
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self.z = 0
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self.rings = 0
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end
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end
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----- TIMERS -----
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function Character:endedTimer(name)
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if name == "dash" then
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self.dash = false
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elseif name == "combo" then
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self.combo = 0
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self.bonus = 0
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elseif name == "action" then
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self.isInAction = false
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elseif name == "action_cooldown" then
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self.canAction = true
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end
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end
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return Character
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