diff --git a/sonic-radiance.love/scenes/overworld/actors/player/actions.lua b/sonic-radiance.love/scenes/overworld/actors/player/actions.lua new file mode 100644 index 0000000..4df0b41 --- /dev/null +++ b/sonic-radiance.love/scenes/overworld/actors/player/actions.lua @@ -0,0 +1,49 @@ +local PlayerActions = Object:extend() + +local BASE_SPEED = 120 +local JMP_STRENGHT = 2.5 + +function PlayerActions:initActions() + self.isJumping = false +end + +function PlayerActions:actionMove() + if self.keys["up"].isDown then + self.ysp = -BASE_SPEED + self.charDir = "up" + end + if self.keys["down"].isDown then + self.ysp = BASE_SPEED + self.charDir = "down" + end + if self.keys["left"].isDown then + self.xsp = -BASE_SPEED + self.charDir = "left" + end + if self.keys["right"].isDown then + self.xsp = BASE_SPEED + self.charDir = "right" + end +end + +function PlayerActions:actionJump() + if self.keys["B"].isPressed then + if (self.onGround) then + self:goUpward(JMP_STRENGHT) + self.isJumping = true + self.assets.sfx["jump"]:play() + end + end +end + +function PlayerActions:actionSwitch() + if self.keys["select"].isPressed and self.onGround then + self:switchActiveCharacter() + end +end + +function PlayerActions:endJump() + self.isJumping = false +end + +return PlayerActions diff --git a/sonic-radiance.love/scenes/overworld/actors/player/charset.lua b/sonic-radiance.love/scenes/overworld/actors/player/charset.lua new file mode 100644 index 0000000..9ae358d --- /dev/null +++ b/sonic-radiance.love/scenes/overworld/actors/player/charset.lua @@ -0,0 +1,19 @@ +local PlayerCharset = Object:extend() + +function PlayerCharset:initPlayerCharset() + self:updateCurrentCharset() +end + +function PlayerCharset:updateCurrentCharset() + if (not self.isJumping) then + self:setCharset(self.active.data.charset, self.active.data.charId) + self.largeAnim = false + self.isFast = false + else + self:setCharset(self.active.data.charset .. "-jump", self.active.data.charId) + self.largeAnim = true + self.isFast = true + end + end + + return PlayerCharset \ No newline at end of file diff --git a/sonic-radiance.love/scenes/overworld/actors/player/init.lua b/sonic-radiance.love/scenes/overworld/actors/player/init.lua index a3ae687..7b15599 100644 --- a/sonic-radiance.love/scenes/overworld/actors/player/init.lua +++ b/sonic-radiance.love/scenes/overworld/actors/player/init.lua @@ -1,91 +1,57 @@ local Parent = require "scenes.overworld.actors.parent" local Player = Parent:extend() -local Emblem = require "game.modules.gui.emblem" - 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 function Player:new(world, x, y, id) Player.super.new(self, world, "player", x, y, 16, 16, true) - self.active = game.characters:getActiveCharacterData() - - self.emblems = {} - for i, name in ipairs(game.characters.team) do - game.characters:loadSprite(self.assets, name) - self.emblems[i] = Emblem(game.characters.list[name], self.scene) - end - - self.activeVisible = game.characters.active - self.canChangeActive = true - self.tweens = TweenManager(self) - self.lastCollision = -1 - self.haveCollided = false - self.previousMap = 0 - - self:updateCurrentCharset() self.onGround = true - self.isJumping = false + self.xfrc, self.yfrc = FRICTION, FRICTION + + self:initTeam() + self:initInteractions() + self:initActions() + self:initPlayerCharset() + self:initMap() end function Player:updateStart(dt) - self.xfrc, self.yfrc = 480*3, 480*3 - - if self.keys["up"].isDown then - self.ysp = -120 - self.charDir = "up" - end - if self.keys["down"].isDown then - self.ysp = 120 - self.charDir = "down" - end - if self.keys["left"].isDown then - self.xsp = -120 - self.charDir = "left" - end - if self.keys["right"].isDown then - self.xsp = 120 - self.charDir = "right" - end - - if self.keys["select"].isPressed and self.canChangeActive then - if (self.onGround) then - game.characters:setActiveCharacter() - self.canChangeActive = false - self.tweens:newTimer(0.3, "changeCharacter") - self.tweens:newTween(0, 0.3, {activeVisible = self.activeVisible + 1}, "inQuad") - end - end - - if self.keys["B"].isPressed then - if (self.onGround) then - self.zsp = 2.5 - self.grav = 10 - self.onGround = false - self.isJumping = true - self.assets.sfx["jump"]:play() - end - end - self.tweens:update(dt) + self:actionMove() + self:actionJump() + self:actionSwitch() + self.world:getTileTypeAtPoint(self.x, self.y) - if (self.haveCollided == false) then - self.lastCollision = nil - end - self.haveCollided = false - - local currentMap = self.world.map:getMapAtPoint(self.x, self.y) - if (currentMap ~= nil) then - if (self.previousMap ~= currentMap.id) then - self.previousMap = currentMap.id - self.scene:updateCurrentMap(currentMap) - end - end - + self:updateInteraction() 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 end function Player:applyGravity(dt) @@ -93,16 +59,16 @@ function Player:applyGravity(dt) self.zsp = self.zsp + (grav * dt) if utils.math.sign(self.zsp) == utils.math.sign(grav) then - self:checkGround( ) + self:checkGround() end end function Player:checkGround() if (self.z + self.zsp <= 0) then self.onGround = true - self.isJumping = false self.z = 0 self.zsp = 0 + self:endJump() end end @@ -111,84 +77,29 @@ function Player:autoMove(dt) self.z = self.z + self.zsp end - -function Player:updateCurrentCharset() - if (not self.isJumping) then - self:setCharset(self.active.data.charset, self.active.data.charId) - self.largeAnim = false - self.isFast = false - else - self:setCharset(self.active.data.charset .. "-jump", self.active.data.charId) - self.largeAnim = true - self.isFast = true - end -end +-- RESPONSES +-- Reponse to timer and collisions function Player:collisionResponse(col) local hitbox = col.other local other = col.other.owner if (not other.isDestroyed) then if (hitbox.type == "gizmo") then - if (other.needButton) then - if (self.keys["A"].isPressed) then - other:doAction() - self.haveCollided = true - self.lastCollision = other.creationID - end - else - if (self.lastCollision ~= other.creationID) then - other:doAction() - end - self.haveCollided = true - self.lastCollision = other.creationID - end + self:collideWithGizmo(other) + elseif (hitbox.type == "btnInput" and other.needButton) then + self:talkToGizmo(other) end - if (hitbox.type == "btnInput" and other.needButton) then - if (self.keys["A"].isPressed and (self:faceRightDirection(other))) then - other:doAction() - self.haveCollided = true - self.lastCollision = other.creationID - end - end - end -end - -function Player:faceRightDirection(other) - if (self.charDir == "up") then - return (self.y >= other.y + other.h) - end - if (self.charDir == "down") then - return (self.y + self.h <= other.y) - end - if (self.charDir == "left") then - return (self.x >= other.x + other.w) - end - if (self.charDir == "right") then - return (self.x + self.w <= other.x) end end function Player:timerResponse(response) if (response == "changeCharacter") then - self.canChangeActive = true - self.activeVisible = game.characters.active - self.active = game.characters:getActiveCharacterData() - self:updateCurrentCharset() + self:endCharacterSwitchAnimation() end end function Player:drawHUD(id) - --love.graphics.print(id .. " test", 4, 4) self:drawEmblems(self.scene:getEmblemsPosition(), 24) end -function Player:drawEmblems(x, y) - for i,emblem in ipairs(self.emblems) do - local angle = ((i-self.activeVisible) * (360/#self.emblems)) - 90 - local rad = math.rad(angle) - local emblemX, emblemY = utils.math.lengthdir(18, rad) - emblem:draw(x + emblemX, y + emblemY) - end -end - return Player diff --git a/sonic-radiance.love/scenes/overworld/actors/player/interactions.lua b/sonic-radiance.love/scenes/overworld/actors/player/interactions.lua new file mode 100644 index 0000000..5f77016 --- /dev/null +++ b/sonic-radiance.love/scenes/overworld/actors/player/interactions.lua @@ -0,0 +1,54 @@ +local PlayerInteractions = Object:extend() + +function PlayerInteractions:initInteractions() + self.lastCollision = -1 + self.haveCollided = false +end + +function PlayerInteractions:updateInteraction() + if (self.haveCollided == false) then + self.lastCollision = nil + end + self.haveCollided = false +end + +function PlayerInteractions:collideWithGizmo(other) + if (other.needButton) then + if (self.keys["A"].isPressed) then + other:doAction() + self.haveCollided = true + self.lastCollision = other.creationID + end + else + if (self.lastCollision ~= other.creationID) then + other:doAction() + end + self.haveCollided = true + self.lastCollision = other.creationID + end +end + +function PlayerInteractions:talkToGizmo(other) + if (self.keys["A"].isPressed and (self:faceRightDirection(other))) then + other:doAction() + self.haveCollided = true + self.lastCollision = other.creationID + end +end + +function PlayerInteractions:faceRightDirection(other) + if (self.charDir == "up") then + return (self.y >= other.y + other.h) + end + if (self.charDir == "down") then + return (self.y + self.h <= other.y) + end + if (self.charDir == "left") then + return (self.x >= other.x + other.w) + end + if (self.charDir == "right") then + return (self.x + self.w <= other.x) + end +end + +return PlayerInteractions diff --git a/sonic-radiance.love/scenes/overworld/actors/player/map.lua b/sonic-radiance.love/scenes/overworld/actors/player/map.lua new file mode 100644 index 0000000..a32ab47 --- /dev/null +++ b/sonic-radiance.love/scenes/overworld/actors/player/map.lua @@ -0,0 +1,17 @@ +local PlayerMap = Object:extend() + +function PlayerMap:initMap() + self.previousMap = 0 +end + +function PlayerMap:updateCurrentMap() + local currentMap = self.world.map:getMapAtPoint(self.x, self.y) + if (currentMap ~= nil) then + if (self.previousMap ~= currentMap.id) then + self.previousMap = currentMap.id + self.scene:updateCurrentMap(currentMap) + end + end +end + +return PlayerMap \ No newline at end of file diff --git a/sonic-radiance.love/scenes/overworld/actors/player/team.lua b/sonic-radiance.love/scenes/overworld/actors/player/team.lua new file mode 100644 index 0000000..54d5779 --- /dev/null +++ b/sonic-radiance.love/scenes/overworld/actors/player/team.lua @@ -0,0 +1,43 @@ +local Team = Object:extend() + +local Emblem = require "game.modules.gui.emblem" + +function Team:initTeam() + self.active = game.characters:getActiveCharacterData() + + self.emblems = {} + for i, name in ipairs(game.characters.team) do + game.characters:loadSprite(self.assets, name) + self.emblems[i] = Emblem(game.characters.list[name], self.scene) + end + + self.activeVisible = game.characters.active + self.canChangeActive = true +end + +function Team:switchActiveCharacter() + if (self.canChangeActive) then + game.characters:setActiveCharacter() + self.canChangeActive = false + self.tweens:newTimer(0.3, "changeCharacter") + self.tweens:newTween(0, 0.3, {activeVisible = self.activeVisible + 1}, "inQuad") + end +end + +function Team:endCharacterSwitchAnimation() + self.canChangeActive = true + self.activeVisible = game.characters.active + self.active = game.characters:getActiveCharacterData() + self:updateCurrentCharset() +end + +function Team:drawEmblems(x, y) + for i,emblem in ipairs(self.emblems) do + local angle = ((i-self.activeVisible) * (360/#self.emblems)) - 90 + local rad = math.rad(angle) + local emblemX, emblemY = utils.math.lengthdir(18, rad) + emblem:draw(x + emblemX, y + emblemY) + end + end + +return Team \ No newline at end of file