chore: refactor into mixins the player actor
This commit is contained in:
parent
4bf6a9b78a
commit
1281bb30c4
6 changed files with 226 additions and 133 deletions
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@ -0,0 +1,49 @@
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local PlayerActions = Object:extend()
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local BASE_SPEED = 120
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local JMP_STRENGHT = 2.5
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function PlayerActions:initActions()
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self.isJumping = false
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end
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function PlayerActions:actionMove()
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if self.keys["up"].isDown then
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self.ysp = -BASE_SPEED
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self.charDir = "up"
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end
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if self.keys["down"].isDown then
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self.ysp = BASE_SPEED
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self.charDir = "down"
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end
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if self.keys["left"].isDown then
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self.xsp = -BASE_SPEED
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self.charDir = "left"
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end
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if self.keys["right"].isDown then
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self.xsp = BASE_SPEED
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self.charDir = "right"
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end
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end
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function PlayerActions:actionJump()
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if self.keys["B"].isPressed then
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if (self.onGround) then
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self:goUpward(JMP_STRENGHT)
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self.isJumping = true
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self.assets.sfx["jump"]:play()
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end
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end
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end
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function PlayerActions:actionSwitch()
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if self.keys["select"].isPressed and self.onGround then
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self:switchActiveCharacter()
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end
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end
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function PlayerActions:endJump()
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self.isJumping = false
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end
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return PlayerActions
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@ -0,0 +1,19 @@
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local PlayerCharset = Object:extend()
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function PlayerCharset:initPlayerCharset()
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self:updateCurrentCharset()
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end
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function PlayerCharset:updateCurrentCharset()
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if (not self.isJumping) then
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self:setCharset(self.active.data.charset, self.active.data.charId)
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self.largeAnim = false
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self.isFast = false
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else
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self:setCharset(self.active.data.charset .. "-jump", self.active.data.charId)
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self.largeAnim = true
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self.isFast = true
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end
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end
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return PlayerCharset
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@ -1,91 +1,57 @@
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local Parent = require "scenes.overworld.actors.parent"
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local Parent = require "scenes.overworld.actors.parent"
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local Player = Parent:extend()
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local Player = Parent:extend()
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local Emblem = require "game.modules.gui.emblem"
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local TweenManager = require "game.modules.tweenmanager"
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local TweenManager = require "game.modules.tweenmanager"
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local Team = require "scenes.overworld.actors.player.team"
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local Interactions = require "scenes.overworld.actors.player.interactions"
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local Actions = require "scenes.overworld.actors.player.actions"
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local Charset = require "scenes.overworld.actors.player.charset"
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local Map = require "scenes.overworld.actors.player.map"
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Player:implement(Team)
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Player:implement(Interactions)
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Player:implement(Actions)
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Player:implement(Charset)
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Player:implement(Map)
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local FRICTION = 480 * 3
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local GRAV = 10
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function Player:new(world, x, y, id)
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function Player:new(world, x, y, id)
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Player.super.new(self, world, "player", x, y, 16, 16, true)
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Player.super.new(self, world, "player", x, y, 16, 16, true)
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self.active = game.characters:getActiveCharacterData()
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self.emblems = {}
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for i, name in ipairs(game.characters.team) do
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game.characters:loadSprite(self.assets, name)
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self.emblems[i] = Emblem(game.characters.list[name], self.scene)
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end
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self.activeVisible = game.characters.active
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self.canChangeActive = true
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self.tweens = TweenManager(self)
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self.tweens = TweenManager(self)
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self.lastCollision = -1
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self.haveCollided = false
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self.previousMap = 0
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self:updateCurrentCharset()
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self.onGround = true
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self.onGround = true
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self.isJumping = false
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self.xfrc, self.yfrc = FRICTION, FRICTION
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self:initTeam()
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self:initInteractions()
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self:initActions()
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self:initPlayerCharset()
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self:initMap()
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end
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end
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function Player:updateStart(dt)
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function Player:updateStart(dt)
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self.xfrc, self.yfrc = 480*3, 480*3
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if self.keys["up"].isDown then
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self.ysp = -120
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self.charDir = "up"
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end
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if self.keys["down"].isDown then
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self.ysp = 120
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self.charDir = "down"
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end
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if self.keys["left"].isDown then
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self.xsp = -120
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self.charDir = "left"
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end
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if self.keys["right"].isDown then
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self.xsp = 120
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self.charDir = "right"
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end
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if self.keys["select"].isPressed and self.canChangeActive then
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if (self.onGround) then
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game.characters:setActiveCharacter()
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self.canChangeActive = false
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self.tweens:newTimer(0.3, "changeCharacter")
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self.tweens:newTween(0, 0.3, {activeVisible = self.activeVisible + 1}, "inQuad")
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end
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end
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if self.keys["B"].isPressed then
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if (self.onGround) then
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self.zsp = 2.5
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self.grav = 10
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self.onGround = false
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self.isJumping = true
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self.assets.sfx["jump"]:play()
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end
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end
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self.tweens:update(dt)
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self.tweens:update(dt)
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self:actionMove()
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self:actionJump()
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self:actionSwitch()
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self.world:getTileTypeAtPoint(self.x, self.y)
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self.world:getTileTypeAtPoint(self.x, self.y)
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if (self.haveCollided == false) then
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self:updateInteraction()
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self.lastCollision = nil
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end
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self.haveCollided = false
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local currentMap = self.world.map:getMapAtPoint(self.x, self.y)
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if (currentMap ~= nil) then
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if (self.previousMap ~= currentMap.id) then
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self.previousMap = currentMap.id
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self.scene:updateCurrentMap(currentMap)
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end
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end
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self:updateCurrentCharset()
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self:updateCurrentCharset()
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self:updateCurrentMap()
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end
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-- PHYSICS FUNCTIONS
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-- Some functions to hook up the physic system
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function Player:goUpward(zsp)
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self.zsp = zsp
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self.grav = GRAV
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self.onGround = false
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end
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end
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function Player:applyGravity(dt)
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function Player:applyGravity(dt)
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@ -93,16 +59,16 @@ function Player:applyGravity(dt)
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self.zsp = self.zsp + (grav * dt)
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self.zsp = self.zsp + (grav * dt)
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if utils.math.sign(self.zsp) == utils.math.sign(grav) then
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if utils.math.sign(self.zsp) == utils.math.sign(grav) then
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self:checkGround( )
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self:checkGround()
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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:checkGround()
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function Player:checkGround()
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if (self.z + self.zsp <= 0) then
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if (self.z + self.zsp <= 0) then
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self.onGround = true
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self.onGround = true
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self.isJumping = false
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self.z = 0
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self.z = 0
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self.zsp = 0
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self.zsp = 0
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self:endJump()
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end
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end
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end
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end
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@ -111,84 +77,29 @@ function Player:autoMove(dt)
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self.z = self.z + self.zsp
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self.z = self.z + self.zsp
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end
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end
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-- RESPONSES
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function Player:updateCurrentCharset()
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-- Reponse to timer and collisions
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if (not self.isJumping) then
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self:setCharset(self.active.data.charset, self.active.data.charId)
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self.largeAnim = false
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self.isFast = false
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else
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self:setCharset(self.active.data.charset .. "-jump", self.active.data.charId)
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self.largeAnim = true
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self.isFast = true
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end
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end
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function Player:collisionResponse(col)
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function Player:collisionResponse(col)
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local hitbox = col.other
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local hitbox = col.other
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local other = col.other.owner
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local other = col.other.owner
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if (not other.isDestroyed) then
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if (not other.isDestroyed) then
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if (hitbox.type == "gizmo") then
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if (hitbox.type == "gizmo") then
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if (other.needButton) then
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self:collideWithGizmo(other)
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if (self.keys["A"].isPressed) then
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elseif (hitbox.type == "btnInput" and other.needButton) then
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other:doAction()
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self:talkToGizmo(other)
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self.haveCollided = true
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self.lastCollision = other.creationID
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end
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else
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if (self.lastCollision ~= other.creationID) then
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other:doAction()
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end
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self.haveCollided = true
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self.lastCollision = other.creationID
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end
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end
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end
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if (hitbox.type == "btnInput" and other.needButton) then
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if (self.keys["A"].isPressed and (self:faceRightDirection(other))) then
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other:doAction()
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self.haveCollided = true
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self.lastCollision = other.creationID
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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:faceRightDirection(other)
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if (self.charDir == "up") then
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return (self.y >= other.y + other.h)
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end
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if (self.charDir == "down") then
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return (self.y + self.h <= other.y)
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end
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if (self.charDir == "left") then
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return (self.x >= other.x + other.w)
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end
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if (self.charDir == "right") then
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return (self.x + self.w <= other.x)
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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:timerResponse(response)
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function Player:timerResponse(response)
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if (response == "changeCharacter") then
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if (response == "changeCharacter") then
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self.canChangeActive = true
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self:endCharacterSwitchAnimation()
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self.activeVisible = game.characters.active
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self.active = game.characters:getActiveCharacterData()
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self:updateCurrentCharset()
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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:drawHUD(id)
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function Player:drawHUD(id)
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--love.graphics.print(id .. " test", 4, 4)
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self:drawEmblems(self.scene:getEmblemsPosition(), 24)
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self:drawEmblems(self.scene:getEmblemsPosition(), 24)
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end
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end
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function Player:drawEmblems(x, y)
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for i,emblem in ipairs(self.emblems) do
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local angle = ((i-self.activeVisible) * (360/#self.emblems)) - 90
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local rad = math.rad(angle)
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local emblemX, emblemY = utils.math.lengthdir(18, rad)
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emblem:draw(x + emblemX, y + emblemY)
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end
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end
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return Player
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return Player
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local PlayerInteractions = Object:extend()
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function PlayerInteractions:initInteractions()
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self.lastCollision = -1
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self.haveCollided = false
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end
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function PlayerInteractions:updateInteraction()
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if (self.haveCollided == false) then
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self.lastCollision = nil
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end
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self.haveCollided = false
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end
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function PlayerInteractions:collideWithGizmo(other)
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if (other.needButton) then
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if (self.keys["A"].isPressed) then
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other:doAction()
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self.haveCollided = true
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self.lastCollision = other.creationID
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end
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else
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if (self.lastCollision ~= other.creationID) then
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other:doAction()
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end
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self.haveCollided = true
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self.lastCollision = other.creationID
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end
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end
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function PlayerInteractions:talkToGizmo(other)
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if (self.keys["A"].isPressed and (self:faceRightDirection(other))) then
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other:doAction()
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self.haveCollided = true
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self.lastCollision = other.creationID
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end
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end
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function PlayerInteractions:faceRightDirection(other)
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if (self.charDir == "up") then
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return (self.y >= other.y + other.h)
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end
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if (self.charDir == "down") then
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return (self.y + self.h <= other.y)
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end
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if (self.charDir == "left") then
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return (self.x >= other.x + other.w)
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end
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if (self.charDir == "right") then
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return (self.x + self.w <= other.x)
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end
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end
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return PlayerInteractions
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17
sonic-radiance.love/scenes/overworld/actors/player/map.lua
Normal file
17
sonic-radiance.love/scenes/overworld/actors/player/map.lua
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local PlayerMap = Object:extend()
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function PlayerMap:initMap()
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self.previousMap = 0
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end
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function PlayerMap:updateCurrentMap()
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local currentMap = self.world.map:getMapAtPoint(self.x, self.y)
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if (currentMap ~= nil) then
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if (self.previousMap ~= currentMap.id) then
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self.previousMap = currentMap.id
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self.scene:updateCurrentMap(currentMap)
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end
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end
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end
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return PlayerMap
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43
sonic-radiance.love/scenes/overworld/actors/player/team.lua
Normal file
43
sonic-radiance.love/scenes/overworld/actors/player/team.lua
Normal file
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@ -0,0 +1,43 @@
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local Team = Object:extend()
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local Emblem = require "game.modules.gui.emblem"
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function Team:initTeam()
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self.active = game.characters:getActiveCharacterData()
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self.emblems = {}
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for i, name in ipairs(game.characters.team) do
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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
|
Loading…
Reference in a new issue