scenes/boost: some styling fix
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f7582fbe16
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90538d5a01
1 changed files with 27 additions and 27 deletions
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@ -23,7 +23,7 @@ local Character = Entity:extend()
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function Character:new(charcontroller, rail, character, id)
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function Character:new(charcontroller, rail, character, id)
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self.charcontroller = charcontroller
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self.charcontroller = charcontroller
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local world = self.charcontroller.controller.world
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local world = self.charcontroller.controller.world
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local rail = rail or 2
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local rail = rail or 2
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@ -46,8 +46,8 @@ function Character:new(charcontroller, rail, character, id)
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self.isInAction = false
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self.isInAction = false
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self.canAction = true
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self.canAction = true
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self.dash = false
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self.dash = false
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self.dashCam = false
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self.dashCam = false
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self:setDebugColor(0, 255, 0)
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self:setDebugColor(0, 255, 0)
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@ -65,16 +65,16 @@ function Character:new(charcontroller, rail, character, id)
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self.life = 3
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self.life = 3
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self.startx = self.x
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self.startx = self.x
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self.starty = self.y
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self.starty = self.y
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self.view = {}
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self.view = {}
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self.view.x = self.x
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self.view.x = self.x
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self.view.y = self.y
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self.view.y = self.y
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self.view.dx = 0
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self.view.dx = 0
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self.relx = 0
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self.relx = 0
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self.relxspeed= 0
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self.relxspeed = 0
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self.grind = false
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self.grind = false
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@ -130,10 +130,10 @@ function Character:sideSteps()
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else
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else
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if (self.keys["up"].isDown) then
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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.yspeed = - 1 * 60 * phys.side
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self.ymove = true
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self.ymove = true
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elseif (self.keys["down"].isDown) then
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elseif (self.keys["down"].isDown) then
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self.yspeed = 60 * phys.side
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self.yspeed = 60 * phys.side
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self.ymove = true
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self.ymove = true
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else
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else
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self.ymove = false
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self.ymove = false
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end
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end
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@ -152,16 +152,16 @@ end
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function Character:jumpAction()
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function Character:jumpAction()
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if self.data.stats.jumpaction == "doublejump" then
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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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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.zspeed = 60 * self.data.stats.jumpaction_power
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self.isInAerialAction = true
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self.isInAerialAction = true
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self.canAerialAction = false
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self.canAerialAction = false
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end
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end
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elseif self.data.stats.jumpaction == "jumpdash" then
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elseif self.data.stats.jumpaction == "jumpdash" then
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if (self.keys["A"].isPressed) and (self.isJumping) and (self.canAerialAction) then
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if (self.keys["A"].isPressed) and (self.isJumping) and (self.canAerialAction) then
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self.zspeed = 60 * 1
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self.zspeed = 60 * 1
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self.xspeed = math.max(self.xspeed, self.data.stats.spd * 60 * 1.2)
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self.xspeed = math.max(self.xspeed, self.data.stats.spd * 60 * 1.2)
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self.isInAerialAction = true
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self.isInAerialAction = true
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self.canAerialAction = false
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self.canAerialAction = false
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self.dashCam = true
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self.dashCam = true
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self:addTimer("dashCam", .5)
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self:addTimer("dashCam", .5)
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end
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end
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@ -171,12 +171,12 @@ end
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function Character:normalAction()
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function Character:normalAction()
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if self.data.stats.action == "spinattack" then
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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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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 * 1.5)
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self.xspeed = math.max(self.xspeed, self.data.stats.spd * 60 * 1.5)
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self.isInAction = true
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self.isInAction = true
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self.canAction = false
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self.canAction = false
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self.dashCam = true
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self:addTimer("action", .5)
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self:addTimer("action", .5)
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self:addTimer("action_cooldown", 1)
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self:addTimer("action_cooldown", 1)
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self.dashCam = true
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self:addTimer("dashCam", .5)
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self:addTimer("dashCam", .5)
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end
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end
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end
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end
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@ -377,10 +377,10 @@ function Character:snaptoRails(dt)
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local newyrail = math.floor((centery + self.yspeed*dt - 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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if (newyrail < 0) and (self.yspeed < 0) then
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centery = 10
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centery = 10
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self.yspeed = 0
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self.yspeed = 0
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elseif (newyrail >= 4) and (self.yspeed > 0) then
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elseif (newyrail >= 4) and (self.yspeed > 0) then
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centery = 90
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centery = 90
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self.yspeed = 0
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self.yspeed = 0
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else
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else
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if (self.ymove == false) and (yrail ~= newyrail) then
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if (self.ymove == false) and (yrail ~= newyrail) then
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@ -509,14 +509,14 @@ function Character:die()
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if self.life == 0 then
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if self.life == 0 then
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self.charcontroller:die()
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self.charcontroller:die()
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else
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else
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self.life = self.life - 1
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self.life = self.life - 1
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self.view.x = self.startx
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self.view.x = self.startx
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self.relx = 0
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self.relx = 0
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self.dash = false
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self.dash = false
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self.dashCam= false
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self.dashCam = false
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self.y = self.starty
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self.y = self.starty
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self.z = 0
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self.z = 0
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self.rings = 0
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self.rings = 0
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end
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end
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end
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end
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