scenes/boost: rework entirely the relative position system
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1506701559
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f7582fbe16
3 changed files with 44 additions and 20 deletions
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@ -5,7 +5,7 @@ return {
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stats = {
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spd = 5,
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jmp = 3,
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jumpaction = "doublejump",
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jumpaction = "jumpdash",
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jumpaction_power = 2,
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action = "spinattack",
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action_power = 1,
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@ -73,6 +73,9 @@ function Character:new(charcontroller, rail, character, id)
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self.view.y = self.y
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self.view.dx = 0
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self.relx = 0
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self.relxspeed= 0
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self.grind = false
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self.ai = isAIControlled or false
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@ -109,7 +112,6 @@ function Character:update(dt)
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self:snaptoRails(dt)
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self:move()
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self:updateView()
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end
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-- ACTIONS FUNCTIONS --
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@ -187,6 +189,8 @@ function Character:move()
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self:setFilter()
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self:updateRelativePosition()
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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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@ -199,23 +203,40 @@ function Character:move()
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end
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function Character:updateView()
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local MAXVIEW = - 80
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local MINVIEW = 20
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local targetView = 0
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if self.dash or self.dashCam then
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targetView = MAXVIEW
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function Character:updateRelativePosition()
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local MAXVIEW = 80
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local MINVIEW = -20
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if not ((self.onGround == false) and (self.z < 0)) then
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if (self.dashCam) or (self.dash) then
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self.relx = math.min(self.relx + 0.4, MAXVIEW)
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else
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if self.keys["left"].isDown then
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if self.relx > 0 then
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self.relx = math.max(self.relx - 0.3, 0)
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elseif self.relx <= 0 then
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self.relx = math.max(self.relx - 0.1, MINVIEW)
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end
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elseif self.keys["right"].isDown then
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if self.relx >= 0 then
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if self.relx <= MAXVIEW*3/4 then
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self.relx = math.min(self.relx + 0.2, MAXVIEW*3/4)
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else
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self.relx = math.max(self.relx - 0.1, MAXVIEW*3/4)
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end
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elseif self.relx < 0 then
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self.relx = math.min(self.relx + 0.3, 0)
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end
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else
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if self.relx > 0 then
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self.relx = math.max(self.relx - 0.3, 0)
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elseif self.relx < 0 then
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self.relx = math.min(self.relx + 0.3, 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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local viewDirection = utils.math.sign(targetView - self.view.dx)
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self.view.dx = self.view.dx + phys.acc * viewDirection * 1.75
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--self.view.dx = self.view.dx + (self.xspeed - self.data.stats.spd*60)
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self.view.x = self.x + math.max(MAXVIEW, math.min(self.view.dx, MINVIEW))
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print(self.dash)
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print(targetView .. ";" .. self.x .. ";" .. self.view.x)
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self.x = self.view.x + self.relx
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end
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function Character:getViewCenter()
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@ -294,7 +315,7 @@ function Character:autoMove(dt)
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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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self.view.x = self.view.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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@ -489,7 +510,10 @@ function Character:die()
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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.view.x = self.startx
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self.relx = 0
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self.dash = false
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self.dashCam= false
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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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@ -104,7 +104,7 @@ function Player:getKeys()
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end
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function Player:wrapActor()
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self.actor.x = math.floor(self.actor.x - self.controller.world.width)
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self.actor.view.x = math.floor(self.actor.view.x - self.controller.world.width)
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self.actor.turn = self.actor.turn + 1
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self.controller.camera.view.x = self.controller.camera.view.x - self.controller.world.width
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end
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