234 lines
7.3 KiB
Lua
234 lines
7.3 KiB
Lua
local PlayerActions = Object:extend()
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local BASE_SPEED = 120
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local RUN_FACTOR = 2.5
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local JMP_STRENGHT = 2.5
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local ACTIONS = {}
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ACTIONS["speedster"] = {"run"}
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ACTIONS["technic"] = {"fly"}
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ACTIONS["power"] = {"punch"}
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function PlayerActions:initActions()
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self.currentAction = "idle"
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self.canJump = true
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self.canAct = true
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self.speedFactor = 1
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self.forceAction = nil
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self.dashJustStarted = false
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end
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function PlayerActions:canDoAction(action)
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local classCanDoAction = utils.table.contain(ACTIONS[self:getCurrentCharType()], action)
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local playerCanDoAction = utils.table.contain(game.actions, action)
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return (classCanDoAction and playerCanDoAction)
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end
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function PlayerActions:act()
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if (self.forceAction ~= nil) then
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self:forcedAction()
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else
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self:actionMove()
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self:actionJump()
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self:actionSwitch()
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self:actionRun()
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self:actionPunch()
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end
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end
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function PlayerActions:forcedAction()
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local charSpeed = BASE_SPEED * self.speedFactor
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if (self.forceAction == "slide") then
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if (self.xsp ~= 0 or self.ysp ~= 0) then
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if (self.currentAction == "run") then
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charSpeed = charSpeed * RUN_FACTOR
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end
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self.xsp, self.ysp = utils.math.lengthdir(charSpeed, math.rad(self.charsetManager.angle[self.charDir]))
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self.xsp = -self.xsp
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else
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self:actionMove()
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end
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end
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end
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function PlayerActions:actionMove()
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local charSpeed = BASE_SPEED * self.speedFactor
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if (self.currentAction == "punch") then
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return
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end
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if (self.currentAction == "jumpdash" or self.currentAction == "run") then
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local xsp, ysp = self:getDash()
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if (utils.table.contain({"up", "down"}, self.charDir)) then
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if self.keys["left"].isDown then
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xsp = -charSpeed
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end
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if self.keys["right"].isDown then
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xsp = charSpeed
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end
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if (self.ysp == 0) then
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if (self.currentAction == "jumpdash") then
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self.currentAction = "jump"
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else
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self.currentAction = "idle"
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end
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elseif (self.dashJustStarted) then
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self.dashJustStarted = false
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self.assets.sfx["dash"]:play()
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end
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else
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if self.keys["up"].isDown then
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ysp = -charSpeed
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end
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if self.keys["down"].isDown then
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ysp = charSpeed
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end
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if (self.xsp == 0) then
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if (self.currentAction == "jumpdash") then
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self.currentAction = "jump"
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else
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self.currentAction = "idle"
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end
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elseif (self.dashJustStarted) then
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self.dashJustStarted = false
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self.assets.sfx["dash"]:play()
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end
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end
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self.xsp, self.ysp = xsp, ysp
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else
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if self.keys["up"].isDown then
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self.ysp = -charSpeed
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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 = charSpeed
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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 = -charSpeed
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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 = charSpeed
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self.charDir = "right"
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end
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end
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end
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function PlayerActions:getCharspeed()
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return BASE_SPEED * self.speedFactor
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end
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function PlayerActions:getDash()
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local xsp, ysp = utils.math.lengthdir(self:getCharspeed() * RUN_FACTOR, math.rad(self.charsetManager.angle[self.charDir]))
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return -xsp, ysp
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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 and self.canJump) then
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self:goUpward(JMP_STRENGHT)
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self.assets.sfx["jump"]:play()
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if (self.currentAction == "run") then
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self.currentAction = "jumpdash"
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else
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self.currentAction = "jump"
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end
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elseif (self.currentAction == "jump" and self:canDoAction("fly")) then
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self.currentAction = "fly"
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self.grav = 0
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self.zsp = 0
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self.tweens:newTimer(0.75, "endFly")
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self.assets.sfx["fly"]:play()
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end
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end
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if self.keys["B"].isReleased then
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self:endFly()
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end
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end
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function PlayerActions:endFly()
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if (self.currentAction == "fly") then
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self:goUpward(0)
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self.currentAction = "idle"
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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.currentAction == "idle") then
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self:switchActiveCharacter()
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end
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end
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function PlayerActions:actionRun()
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if self.keys["C"].isPressed then
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if (self:canDoAction("run") and self.speedFactor > 0) then
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self.dashJustStarted = true
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if (utils.table.contain({"run", "idle"}, self.currentAction)) then
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self.currentAction = "run"
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elseif (utils.table.contain({"jumpdash", "jump"}, self.currentAction)) then
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self.currentAction = "jumpdash"
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end
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self.xsp, self.ysp = self:getDash()
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end
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elseif (not self.keys["C"].isDown) then
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if (self.currentAction == "run") then
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self.currentAction = "idle"
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elseif (self.currentAction == "jumpdash") then
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self.currentAction = "jump"
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end
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end
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end
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function PlayerActions:actionPunch()
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if self.keys["C"].isPressed then
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if (self:canDoAction("punch")) then
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self.assets.sfx["hit"]:play()
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self.xsp, self.ysp = utils.math.lengthdir(BASE_SPEED * RUN_FACTOR, math.rad(self.charsetManager.angle[self.charDir]))
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self.xsp = -self.xsp
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self.currentAction = "punch"
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self.tweens:newTimer(0.15, "endPunch")
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self.assets.sprites["punch"]:changeAnimation("default", true)
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end
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end
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end
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function PlayerActions:endPunch()
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if (self.currentAction == "punch") then
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self.currentAction = "idle"
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end
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end
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function PlayerActions:endJump()
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if (self.currentAction == "jump") then
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self.currentAction = "idle"
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elseif (self.currentAction == "jumpdash") then
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self.currentAction = "run"
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end
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end
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function PlayerActions:drawActionEffect()
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if (((self.currentAction == "run") or (self.currentAction == "jumpdash")) and (self.xsp ~= 0 or self.ysp ~= 0)) then
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local dx, dy = utils.math.lengthdir(20, math.rad(self.charsetManager.angle[self.charDir]))
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if (self.charDir == "down") then
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dy = 8
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elseif (self.charDir == "left" or self.charDir == "right") then
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dy = -8
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end
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local x, y = self.x + 8 - dx, self.y + 8 - self.z + dy
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self.assets.sprites["dash"]:drawAnimation(x, y, math.rad(self.charsetManager.angle[self.charDir]))
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end
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if (self.currentAction == "punch") then
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local dx, dy = utils.math.lengthdir(20, math.rad(self.charsetManager.angle[self.charDir]))
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if (self.charDir == "down") then
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dy = 8
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end
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local x, y = self.x + 8 - dx, self.y + 8 - self.z + dy
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self.assets.sprites["punch"]:drawAnimation(x, y, math.rad(self.charsetManager.angle[self.charDir]))
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end
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end
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return PlayerActions
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