70ed18202d
It'll give us the following features - Support for autorun in shoot-style maps - Pause menu in subgames - Chunk in shoot maps - Rings
138 lines
3 KiB
Lua
138 lines
3 KiB
Lua
local cwd = (...):gsub('%.player$', '') .. "."
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local Parent = require(cwd .. "parent")
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local Player = Parent:extend()
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local Emblem = require "game.modules.gui.emblem"
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function Player:new(world, x, y, z, id)
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Player.super.new(self, world, "player", x, y, 0, 16, 12, 24, true)
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self:setGravity(480*2)
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self:init()
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self.action = "normal"
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self.rings = 0
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self.score = 0
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end
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function Player:init()
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self.charName = game.characters:getActiveCharacter()
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self.assets:addSprite(self.charName, "datas/gamedata/characters/" .. self.charName .. "/sprites")
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self:setSprite(self.charName, 8, 10)
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self:cloneSprite()
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self.emblem = Emblem(game.characters:getActiveCharacterData(), self.scene)
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self.guiborder = game.gui.newBorder(424, 20, 6)
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end
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function Player:updateStart(dt)
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self.xfrc, self.yfrc = 480*3, 480*3
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self:basicMovements()
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if self.keys["A"].isDown and (self.onGround) then
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self.zsp = 280*1.33
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end
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if self.keys["B"].isPressed and (self.onGround) then
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-- Nothing for the moment
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end
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end
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function Player:basicMovements()
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if self.keys["up"].isDown then
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self.ysp = -160
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end
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if self.keys["down"].isDown then
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self.ysp = 160
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end
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if (self.world.autorun == true) then
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self.xsp = 160
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else
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if self.keys["left"].isDown then
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self.xsp = -160
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end
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if self.keys["right"].isDown then
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self.xsp = 160
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end
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end
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end
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function Player:collisionResponse(collision)
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if collision.other.type == "collectible" then
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collision.other.owner:getPicked(self)
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end
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end
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function Player:animationEnded(name)
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end
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function Player:updateEnd(dt)
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self:setAnimation()
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end
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function Player:setAnimation()
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local gsp = utils.math.pointDistance(0, 0, self.xsp, self.ysp)
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self:setCustomSpeed(math.abs(gsp) / 12)
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self:setDirection(self.xsp)
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if (self.action == "punching") then
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--the animation system is already active
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else
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if (self.onGround) then
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if (math.abs(self.xsp) > 0) or (math.abs(self.ysp) > 0) then
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self:changeAnimation("walk", false)
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else
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self:changeAnimation("idle", false)
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end
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else
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if (self.zsp) > 0 then
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self:changeAnimation("jump", false)
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else
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self:changeAnimation("fall", false)
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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:setDirection(direction)
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direction = direction or 0
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if direction ~= 0 then
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direction = utils.math.sign(direction)
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self.direction = direction
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self:setSpriteScallingX(direction)
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end
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end
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function Player:getViewCenter()
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local x, y = Player.super.getViewCenter(self)
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return x, y-16
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end
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function Player:draw()
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Player.super.draw(self)
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end
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function Player:drawHUD(id)
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love.graphics.draw(self.guiborder, 0, 20, 0, 1, -1)
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self.emblem:draw(424 - 40, 12)
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end
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function Player:setRing(value, isRelative)
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if (isRelative == false) then
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self.rings = 0
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end
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self.rings = self.rings + value
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end
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function Player:setScore(value, isRelative)
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if (isRelative == false) then
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self.score = 0
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end
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self.score = self.score + value
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end
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return Player
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