sonic-bluestreak/sonic-bluestreak.love/game/modules/world/actors/player.lua
2020-04-25 12:15:12 +02:00

143 lines
3 KiB
Lua

local cwd = (...):gsub('%.player$', '') .. "."
local Parent = require(cwd .. "parent")
local Player = Parent:extend()
local Frame = require("game.modules.gui.frame")
local Statusbar = require("game.modules.gui.status")
local WeaponList = require("datas.gamedata.weapons")
function Player:new(world, x, y, z, id)
Player.super.new(self, world, "player", x, y, 0, 16, 16, 24, false)
self:setGravity(480*2)
self:init(id)
self.frame = Frame()
self.action = "normal"
self.rings = 0
self.score = 0
end
function Player:init(id)
self.playerID = id
self.charName = self.scene:getCharacterName(self.playerID)
self:setSprite(self.charName, 8, 10)
self:cloneSprite()
self.statusbar = Statusbar(self, "speed", 50)
self.statusbar:setWeapon(1)
end
function Player:updateStart(dt)
self.xfrc, self.yfrc = 480*3, 480*3
self:basicMovements()
if self.keys["A"].isPressed and (self.onGround) then
self.zsp = 280*1.33
end
if self.keys["B"].isPressed then
self.obj.Weapon(self.world, self.x, self.y+1, self.z+8, 1, WeaponList[1]);
end
end
function Player:basicMovements()
if self.keys["up"].isDown then
self.ysp = -160
end
if self.keys["down"].isDown then
self.ysp = 160
end
if (self.world.autorun == true) then
self.xsp = 160
else
if self.keys["left"].isDown then
self.xsp = -160
end
if self.keys["right"].isDown then
self.xsp = 160
end
end
end
function Player:collisionResponse(collision)
if collision.other.type == "collectible" then
collision.other.owner:getPicked(self)
end
end
function Player:animationEnded(name)
end
function Player:updateEnd(dt)
self:setAnimation()
end
function Player:setAnimation()
local gsp = utils.math.pointDistance(0, 0, self.xsp, self.ysp)
self:setCustomSpeed(math.abs(gsp) / 12)
self:setDirection(self.xsp)
if (self.action == "punching") then
--the animation system is already active
else
if (self.onGround) then
if (math.abs(self.xsp) > 0) or (math.abs(self.ysp) > 0) then
self:changeAnimation("walk", false)
else
self:changeAnimation("idle", false)
end
else
if (self.zsp) > 0 then
self:changeAnimation("jump", false)
else
self:changeAnimation("fall", false)
end
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:getViewCenter()
local x, y = Player.super.getViewCenter(self)
return self.world:getViewCenter(x, y)
end
function Player:draw()
Player.super.draw(self)
end
function Player:drawHUD(id)
self.frame:draw()
self.statusbar:draw(8, 12)
end
function Player:setRing(value, isRelative)
if (isRelative == false) then
self.rings = 0
end
self.rings = self.rings + value
self.statusbar.rings = self.rings
end
function Player:setScore(value, isRelative)
if (isRelative == false) then
self.score = 0
end
self.score = self.score + value
end
return Player