diff --git a/sonic-radiance.love/game/modules/subgames/world/actors/player/actions.lua b/sonic-radiance.love/game/modules/subgames/world/actors/player/actions.lua new file mode 100644 index 0000000..37a0422 --- /dev/null +++ b/sonic-radiance.love/game/modules/subgames/world/actors/player/actions.lua @@ -0,0 +1,13 @@ +local PlayerActions = Object:extend() + +function PlayerActions:initActions() + self.action = "normal" +end + +function PlayerActions:doActions() + if self.keys["B"].isPressed and (self.onGround) then + -- Nothing for the moment + end +end + +return PlayerActions \ No newline at end of file diff --git a/sonic-radiance.love/game/modules/subgames/world/actors/player/init.lua b/sonic-radiance.love/game/modules/subgames/world/actors/player/init.lua index 9a33c9e..0d10cb8 100644 --- a/sonic-radiance.love/game/modules/subgames/world/actors/player/init.lua +++ b/sonic-radiance.love/game/modules/subgames/world/actors/player/init.lua @@ -2,57 +2,27 @@ local cwd = (...):gsub('%.player$', '') .. "." local Parent = require(cwd .. "parent") local Player = Parent:extend() +local Actions = require "game.modules.subgames.world.actors.player.actions" +local Movements = require "game.modules.subgames.world.actors.player.movements" +local Score = require "game.modules.subgames.world.actors.player.score" +local Sprites = require "game.modules.subgames.world.actors.player.sprites" + +Player:implement(Actions) +Player:implement(Movements) +Player:implement(Score) +Player:implement(Sprites) + function Player:new(world, x, y, z, id) Player.super.new(self, world, "player", x, y, 0, 16, 12, 24, true) - self:setGravity(480*2) - - self:initPlayer() - - self.action = "normal" - - self.rings = 0 - self.score = 0 -end - -function Player:initPlayer() - self.charName = game.characters:getActiveCharacter() - self.assets:addSprite(self.charName, "datas/gamedata/characters/" .. self.charName .. "/sprites") - self:setSprite(self.charName, true, 8, 10) + self:initMovements() + self:initCharactersSprites() + self:initScore() + self:initActions() 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 and (self.onGround) then - -- Nothing for the moment - 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 - + self:doActions() end function Player:collisionResponse(collision) @@ -69,38 +39,6 @@ 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.sprite:setScallingX(direction) - end -end - function Player:getViewCenter() local x, y = Player.super.getViewCenter(self) return x, y-16 @@ -110,18 +48,4 @@ function Player:draw() Player.super.draw(self) end -function Player:setRing(value, isRelative) - if (isRelative == false) then - self.rings = 0 - end - self.rings = self.rings + value -end - -function Player:setScore(value, isRelative) - if (isRelative == false) then - self.score = 0 - end - self.score = self.score + value -end - return Player diff --git a/sonic-radiance.love/game/modules/subgames/world/actors/player/movements.lua b/sonic-radiance.love/game/modules/subgames/world/actors/player/movements.lua new file mode 100644 index 0000000..132021d --- /dev/null +++ b/sonic-radiance.love/game/modules/subgames/world/actors/player/movements.lua @@ -0,0 +1,40 @@ +local PlayerMovement = Object:extend() + +function PlayerMovement:initMovements() + self:setGravity(480 * 2) +end + +function PlayerMovement:basicMovements() + self:setFrc() + + 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 + + self:jump() +end + +function PlayerMovement:setFrc() + self.xfrc, self.yfrc = 480 * 3, 480 * 3 +end + +function PlayerMovement:jump() + if self.keys["A"].isPressed and (self.onGround) then + self.zsp = 280 * 1.33 + end +end + +return PlayerMovement diff --git a/sonic-radiance.love/game/modules/subgames/world/actors/player/score.lua b/sonic-radiance.love/game/modules/subgames/world/actors/player/score.lua new file mode 100644 index 0000000..bccfc8a --- /dev/null +++ b/sonic-radiance.love/game/modules/subgames/world/actors/player/score.lua @@ -0,0 +1,22 @@ +local PlayerScore = Object:extend() + +function PlayerScore:initScore() + self.rings = 0 + self.score = 0 +end + +function PlayerScore:setRing(value, isRelative) + if (isRelative == false) then + self.rings = 0 + end + self.rings = self.rings + value +end + +function PlayerScore:setScore(value, isRelative) + if (isRelative == false) then + self.score = 0 + end + self.score = self.score + value +end + +return PlayerScore diff --git a/sonic-radiance.love/game/modules/subgames/world/actors/player/sprites.lua b/sonic-radiance.love/game/modules/subgames/world/actors/player/sprites.lua new file mode 100644 index 0000000..36efdb0 --- /dev/null +++ b/sonic-radiance.love/game/modules/subgames/world/actors/player/sprites.lua @@ -0,0 +1,41 @@ +local SpritedPlayer = Object:extend() + +function SpritedPlayer:initCharactersSprites() + self.charName = game.characters:getActiveCharacter() + self.assets:addSprite(self.charName, "datas/gamedata/characters/" .. self.charName .. "/sprites") + self:setSprite(self.charName, true, 8, 10) +end + +function SpritedPlayer:setAnimation() + local gsp = utils.math.pointDistance(0, 0, self.xsp, self.ysp) + self.sprite: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.sprite:changeAnimation("walk", false) + else + self.sprite:changeAnimation("idle", false) + end + else + if (self.zsp) > 0 then + self.sprite:changeAnimation("jump", false) + else + self.sprite:changeAnimation("fall", false) + end + end + end +end + +function SpritedPlayer:setDirection(direction) + direction = direction or 0 + if direction ~= 0 then + direction = utils.math.sign(direction) + self.direction = direction + self.sprite:setScallingX(direction) + end +end + +return SpritedPlayer