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authorAki <nthirtyone@gmail.com>2017-09-29 13:17:54 +0200
committerAki <nthirtyone@gmail.com>2017-09-29 13:17:54 +0200
commit6d61fb66d72bb668d71479d3ed5f40b51041639e (patch)
tree93091a80f6ec117bd2185544fd425473eecc5b1e
parent356054d6dc0fffc280e893ec4385559b4c618de2 (diff)
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Moved update part of jumping from Player to Hero
isJumping is now a method added debugging information on player jumps
-rw-r--r--not/Hero.lua19
-rw-r--r--not/Player.lua20
2 files changed, 22 insertions, 17 deletions
diff --git a/not/Hero.lua b/not/Hero.lua
index 2e1f1f0..b3edfbf 100644
--- a/not/Hero.lua
+++ b/not/Hero.lua
@@ -43,7 +43,6 @@ function Hero:new (config, x, y, world)
self.salto = false
self.smoke = false
self.isAlive = true
- self.isJumping = false
self.spawntimer = 2
self.punchCooldown = 0
-- TODO: Pass loaded portrait from menu to Hero.
@@ -140,6 +139,13 @@ function Hero:update (dt)
self:setLinearVelocity(38*self.facing, 0)
end
end
+
+ -- Jumping.
+ if self:isJumping() and self.jumpTimer > 0 and (self.jumpCounter == 0 or self.jumpCounter == 1) then
+ local x = self:getLinearVelocity()
+ self:setLinearVelocity(x,-160)
+ self.jumpTimer = self.jumpTimer - dt
+ end
end
--- Damps linear velocity every frame by applying minor force to body.
@@ -175,6 +181,13 @@ end
function Hero:draw (debug)
if not self.isAlive then return end
Hero.__super.draw(self, debug)
+ if debug then
+ local x, y = self:getPosition()
+ love.graphics.setColor(255, 50, 50)
+ love.graphics.setFont(Font)
+ local msg = string.format("%d %s %s", self.jumpCounter, tostring(self.jumpTimer > 0), tostring(self:isJumping()))
+ love.graphics.print(msg, x + 10, y)
+ end
end
-- TODO: Hero@drawTag's printf is not readable.
@@ -233,6 +246,10 @@ function Hero:land ()
self:createEffect("land")
end
+function Hero:isJumping ()
+ return false
+end
+
function Hero:isWalking ()
return self:isWalkingLeft() or self:isWalkingRight()
end
diff --git a/not/Player.lua b/not/Player.lua
index 0b56e6d..3d15f31 100644
--- a/not/Player.lua
+++ b/not/Player.lua
@@ -25,16 +25,8 @@ function Player:isControlDown (control)
return Controller.isDown(self:getControllerSet(), control)
end
--- Update of `Player`.
-function Player:update (dt)
- Player.__super.update(self, dt) -- TODO: It would be probably a good idea to add return to update functions to terminate if something goes badly in parent's update.
- if self.body:isDestroyed() then return end
- local x, y = self:getLinearVelocity()
- -- Jumping.
- if self.isJumping and self.jumpTimer > 0 then
- self:setLinearVelocity(x,-160)
- self.jumpTimer = self.jumpTimer - dt
- end
+function Player:isJumping ()
+ return self:isControlDown("jump")
end
function Player:isWalkingLeft ()
@@ -51,10 +43,9 @@ function Player:controlpressed (set, action, key)
self.smoke = false -- TODO: temporary
-- Jumping
if action == "jump" then
+ self.jumpCounter = self.jumpCounter - 1
if self.jumpCounter > 0 then
- -- General jump logics
- self.isJumping = true
- --self:playSound(6)
+ -- self:playSound(6)
-- Spawn proper effect
if not self.inAir then
self:createEffect("jump")
@@ -71,8 +62,6 @@ function Player:controlpressed (set, action, key)
(self.current == self.animations.attack_down) then
self:setAnimation("default")
end
- -- Remove jump
- self.jumpCounter = self.jumpCounter - 1
end
end
@@ -118,7 +107,6 @@ function Player:controlreleased (set, action, key)
if set ~= self:getControllerSet() then return end
-- Jumping
if action == "jump" then
- self.isJumping = false
self.jumpTimer = Hero.jumpTimer -- take initial from metatable
end
-- Walking