scenes/boost: rework entirely the relative position system

This commit is contained in:
Kazhnuz 2019-02-05 22:37:10 +01:00
parent 1506701559
commit f7582fbe16
3 changed files with 44 additions and 20 deletions

View file

@ -5,7 +5,7 @@ return {
stats = {
spd = 5,
jmp = 3,
jumpaction = "doublejump",
jumpaction = "jumpdash",
jumpaction_power = 2,
action = "spinattack",
action_power = 1,

View file

@ -73,6 +73,9 @@ function Character:new(charcontroller, rail, character, id)
self.view.y = self.y
self.view.dx = 0
self.relx = 0
self.relxspeed= 0
self.grind = false
self.ai = isAIControlled or false
@ -109,7 +112,6 @@ function Character:update(dt)
self:snaptoRails(dt)
self:move()
self:updateView()
end
-- ACTIONS FUNCTIONS --
@ -187,6 +189,8 @@ function Character:move()
self:setFilter()
self:updateRelativePosition()
self.x, self.y, self.z, cols, coll_number = Character.super.move(self)
for i=1, coll_number do
@ -199,23 +203,40 @@ function Character:move()
end
function Character:updateView()
local MAXVIEW = - 80
local MINVIEW = 20
local targetView = 0
if self.dash or self.dashCam then
targetView = MAXVIEW
function Character:updateRelativePosition()
local MAXVIEW = 80
local MINVIEW = -20
if not ((self.onGround == false) and (self.z < 0)) then
if (self.dashCam) or (self.dash) then
self.relx = math.min(self.relx + 0.4, MAXVIEW)
else
if self.keys["left"].isDown then
if self.relx > 0 then
self.relx = math.max(self.relx - 0.3, 0)
elseif self.relx <= 0 then
self.relx = math.max(self.relx - 0.1, MINVIEW)
end
elseif self.keys["right"].isDown then
if self.relx >= 0 then
if self.relx <= MAXVIEW*3/4 then
self.relx = math.min(self.relx + 0.2, MAXVIEW*3/4)
else
self.relx = math.max(self.relx - 0.1, MAXVIEW*3/4)
end
elseif self.relx < 0 then
self.relx = math.min(self.relx + 0.3, 0)
end
else
if self.relx > 0 then
self.relx = math.max(self.relx - 0.3, 0)
elseif self.relx < 0 then
self.relx = math.min(self.relx + 0.3, 0)
end
end
end
end
local viewDirection = utils.math.sign(targetView - self.view.dx)
self.view.dx = self.view.dx + phys.acc * viewDirection * 1.75
--self.view.dx = self.view.dx + (self.xspeed - self.data.stats.spd*60)
self.view.x = self.x + math.max(MAXVIEW, math.min(self.view.dx, MINVIEW))
print(self.dash)
print(targetView .. ";" .. self.x .. ";" .. self.view.x)
self.x = self.view.x + self.relx
end
function Character:getViewCenter()
@ -294,7 +315,7 @@ function Character:autoMove(dt)
end
end
self.x = self.x + self.xspeed * dt
self.view.x = self.view.x + self.xspeed * dt
end
if self.x >= self.controller.world.width then
@ -489,7 +510,10 @@ function Character:die()
self.charcontroller:die()
else
self.life = self.life - 1
self.x = self.startx
self.view.x = self.startx
self.relx = 0
self.dash = false
self.dashCam= false
self.y = self.starty
self.z = 0
self.rings = 0

View file

@ -104,7 +104,7 @@ function Player:getKeys()
end
function Player:wrapActor()
self.actor.x = math.floor(self.actor.x - self.controller.world.width)
self.actor.view.x = math.floor(self.actor.view.x - self.controller.world.width)
self.actor.turn = self.actor.turn + 1
self.controller.camera.view.x = self.controller.camera.view.x - self.controller.world.width
end