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authorAki <nthirtyone@gmail.com>2017-01-14 20:38:16 +0100
committerAki <nthirtyone@gmail.com>2017-01-14 20:38:16 +0100
commit9fbf7eeb56c50d53abac28cdadc0b35d2d794407 (patch)
treec1fc78ca915b3ca77db9dcca47cbb0607d57b76f
parent7e7e5737d25134733dbd16805aef9c1f396d6ec0 (diff)
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Rather than static, dynamic sensors
-rw-r--r--player.lua81
1 files changed, 57 insertions, 24 deletions
diff --git a/player.lua b/player.lua
index 1fad1e3..5f95027 100644
--- a/player.lua
+++ b/player.lua
@@ -44,8 +44,6 @@ Player = {
portrait_frame = nil,
portrait_sheet = require "nautsicons",
portrait_box = love.graphics.newQuad( 0, 15, 32,32, 80,130),
- -- New punch mechanics
- hitbox_fixture,
-- Sounds
sfx = require "sounds"
}
@@ -57,12 +55,14 @@ function Player:new (game, world, x, y, name)
setmetatable(o, self)
self.__index = self
-- Physics
+ local group = -1-#game.Nauts
o.body = love.physics.newBody(world, x, y, "dynamic")
o.shape = love.physics.newRectangleShape(10, 16)
o.fixture = love.physics.newFixture(o.body, o.shape, 8)
o.fixture:setUserData(o)
o.fixture:setCategory(2)
o.fixture:setMask(2)
+ o.fixture:setGroupIndex(group)
o.body:setFixedRotation(true)
-- Misc
o.name = name or "empty"
@@ -71,23 +71,28 @@ function Player:new (game, world, x, y, name)
-- Animation
o.current = o.animations.idle
o:createEffect("respawn")
- -- New punch mechanics
- o.hitbox_fixture = love.physics.newFixture(o.body, love.physics.newPolygonShape(0,-6,20,-6,20,6,0,6), 0)
- o.hitbox_fixture:setSensor(true)
- o.hitbox_fixture:setCategory(3)
- o.hitbox_fixture:setMask(1)
- local fixture = love.physics.newFixture(o.body, love.physics.newPolygonShape(0,-6,-20,-6,-20,6,0,6), 0)
+ --[[ New punch mechanics
+ local fixture = love.physics.newFixture(o.body, love.physics.newPolygonShape(-6,-6, -20,-6, -20,6, -6,6), 0) -- LEFT
fixture:setSensor(true)
fixture:setCategory(3)
- fixture:setMask(1)
- local fixture = love.physics.newFixture(o.body, love.physics.newPolygonShape(-8,0,-8,-20,8,-20,8,0), 0)
+ fixture:setMask(1,3)
+ fixture:setGroupIndex(group)
+ local fixture = love.physics.newFixture(o.body, love.physics.newPolygonShape(6,-6, 20,-6, 20,6, 6,6), 0) -- RIGHT
fixture:setSensor(true)
fixture:setCategory(3)
- fixture:setMask(1)
- local fixture = love.physics.newFixture(o.body, love.physics.newPolygonShape(-8,0,-8,20,8,20,8,0), 0)
+ fixture:setMask(1,3)
+ fixture:setGroupIndex(group)
+ o.punch_right = fixture
+ local fixture = love.physics.newFixture(o.body, love.physics.newPolygonShape(-8,-7, -8,-20, 8,-20, 8,-7), 0) -- UP
fixture:setSensor(true)
fixture:setCategory(3)
- fixture:setMask(1)
+ fixture:setMask(1,3)
+ fixture:setGroupIndex(group)
+ local fixture = love.physics.newFixture(o.body, love.physics.newPolygonShape(-8,7, -8,20, 8,20, 8,7), 0) -- DOWN
+ fixture:setSensor(true)
+ fixture:setCategory(3)
+ fixture:setMask(1,3)
+ fixture:setGroupIndex(group)]]
-- Portrait load for first object created
if self.portrait_sprite == nil then
self.portrait_sprite = love.graphics.newImage("assets/portraits.png")
@@ -207,6 +212,14 @@ function Player:update(dt)
-- # PUNCH
-- Cooldown
self.punchcd = self.punchcd - dt
+ for _,fixture in pairs(self.body:getFixtureList()) do
+ if fixture:getUserData() ~= self then
+ fixture:setUserData({fixture:getUserData()[1] - dt, fixture:getUserData()[2]})
+ if fixture:getUserData()[1] < 0 then
+ fixture:destroy()
+ end
+ end
+ end
-- Stop vertical
local c,a = self.current, self.animations
@@ -271,19 +284,23 @@ function Player:controlpressed(set, action, key)
if self.current ~= self.animations.damage then
self:changeAnimation("attack_up")
end
- self:hit(-f,-18,4*f,10, 0, -1)
+ self:hit("up")
elseif isDown(controlset, "down") then
-- Punch down
if self.current ~= self.animations.damage then
self:changeAnimation("attack_down")
end
- self:hit(-4,-2,4,9, 0, 1)
+ self:hit("down")
else
-- Punch horizontal
if self.current ~= self.animations.damage then
self:changeAnimation("attack")
end
- self:hit(2*f,-4,8*f,4, f, 0)
+ if f == 1 then
+ self:hit("right")
+ else
+ self:hit("left")
+ end
self.punchdir = 1
end
end
@@ -332,6 +349,11 @@ function Player:draw(offset_x, offset_y, scale, debug)
end
love.graphics.polygon("fill", self.world.camera:translatePoints(self.body:getWorldPoints(fixture:getShape():getPoints())))
end
+ for _,contact in pairs(self.body:getContactList()) do
+ love.graphics.setColor(255, 0, 0, 255)
+ love.graphics.setPointSize(scale)
+ love.graphics.points(self.world.camera:translatePoints(contact:getPositions()))
+ end
end
end
@@ -375,18 +397,29 @@ function Player:createEffect(name)
end
-- Punch of `Player`
--- offset_x, offset_y, step_x, step_y, vector_x, vector_y
-function Player:hit(ox, oy, sx, sy, vx, vy)
+-- (string) direction
+function Player:hit(direction)
-- start cooldown
self.punchcd = self.punchinitial
-- actual punch
- for k,n in pairs(self.world.Nauts) do
- if n ~= self then
- if self:testHit(n, ox, oy, sx, sy) then
- n:damage(vx, vy)
- end
- end
+ local fixture
+ if direction == "left" then
+ fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(-6,-6, -20,-6, -20,6, -6,6), 0)
+ end
+ if direction == "right" then
+ fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(6,-6, 20,-6, 20,6, 6,6), 0)
+ end
+ if direction == "up" then
+ fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(-8,-7, -8,-20, 8,-20, 8,-7), 0)
end
+ if direction == "down" then
+ fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(-8,7, -8,20, 8,20, 8,7), 0)
+ end
+ fixture:setSensor(true)
+ fixture:setCategory(3)
+ fixture:setMask(1,3)
+ fixture:setGroupIndex(self.fixture:getGroupIndex())
+ fixture:setUserData({0.08, direction})
-- sound
self:playSound(4)
end