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