sonic-radiance/sonic-radiance.love/scenes/overworld/actors/player.lua
2021-04-10 14:28:20 +02:00

196 lines
4.9 KiB
Lua

local cwd = (...):gsub('%.player$', '') .. "."
local Parent = require(cwd .. "parent")
local Player = Parent:extend()
local Emblem = require "game.modules.gui.emblem"
local TweenManager = require "game.modules.tweenmanager"
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
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.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:updateCurrentCharset()
end
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( )
end
end
function Player:checkGround()
if (self.z + self.zsp <= 0) then
self.onGround = true
self.isJumping = false
self.z = 0
self.zsp = 0
end
end
function Player:autoMove(dt)
Player.super.autoMove(self, 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
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
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()
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