sonic-radiance/sonic-radiance.love/scenes/overworld/actors/player/init.lua

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local Parent = require "scenes.overworld.actors.parent"
local Player = Parent:extend()
local TweenManager = require "game.modules.tweenmanager"
local Team = require "scenes.overworld.actors.player.team"
local Interactions = require "scenes.overworld.actors.player.interactions"
local Actions = require "scenes.overworld.actors.player.actions"
local Charset = require "scenes.overworld.actors.player.charset"
local Map = require "scenes.overworld.actors.player.map"
Player:implement(Team)
Player:implement(Interactions)
Player:implement(Actions)
Player:implement(Charset)
Player:implement(Map)
local FRICTION = 480 * 3
local GRAV = 10
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local DEFAULT_GROUND_LEVEL = 0
local DEFAULT_GROUND_HEIGHT = 0
function Player:new(world, x, y, id)
Player.super.new(self, world, "player", x, y, 16, 16, true)
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self.groundLevel = DEFAULT_GROUND_LEVEL
self.groundHeight = DEFAULT_GROUND_HEIGHT
self.z = self.groundLevel
self.tweens = TweenManager(self)
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self.onGround = true
self.xfrc, self.yfrc = FRICTION, FRICTION
self:initTeam()
self:initInteractions()
self:initActions()
self:initPlayerCharset()
self:initMap()
end
function Player:updateStart(dt)
self.tweens:update(dt)
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self:updateTerrain()
self:actionMove()
self:actionJump()
self:actionSwitch()
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self:actionRun()
self:actionPunch()
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self.world:getTileTypeAtPoint(self.x, self.y)
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self:updateInteraction()
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self:updateCurrentCharset()
self:updateCurrentMap()
end
-- PHYSICS FUNCTIONS
-- Some functions to hook up the physic system
function Player:goUpward(zsp)
self.zsp = zsp
self.grav = GRAV
self.onGround = false
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end
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function Player:applyGravity(dt)
local grav = self.grav * -1
self.zsp = self.zsp + (grav * dt)
if utils.math.sign(self.zsp) == utils.math.sign(grav) then
self:checkGround()
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end
end
function Player:checkGround()
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if (self.z + self.zsp <= self.groundLevel) then
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self.onGround = true
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self.z = self.groundLevel
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self.zsp = 0
self:endJump()
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end
end
function Player:autoMove(dt)
Player.super.autoMove(self, dt)
self.z = self.z + self.zsp
end
-- RESPONSES
-- Reponse to timer and collisions
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function Player:collisionResponse(col)
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local hitbox = col.other
local other = col.other.owner
if (not other.isDestroyed) then
if (hitbox.type == "gizmo") then
self:collideWithGizmo(other)
elseif (hitbox.type == "btnInput" and other.needButton) then
self:talkToGizmo(other)
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end
end
end
function Player:timerResponse(response)
if (response == "changeCharacter") then
self:endCharacterSwitchAnimation()
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elseif (response == "endFly") then
self:endFly()
elseif (response == "endPunch") then
self:endPunch()
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end
end
function Player:drawHUD(id)
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self:drawEmblems(self.scene:getEmblemsPosition(), 24)
end
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function Player:draw()
Player.super.draw(self)
self:drawActionEffect()
end
return Player