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author | Aki <nthirtyone@gmail.com> | 2017-03-16 19:05:50 +0100 |
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committer | Aki <nthirtyone@gmail.com> | 2017-03-16 19:05:50 +0100 |
commit | 84278ed41f61c586dbb38dd99c45ee33e2f58c77 (patch) | |
tree | d7661f79901f40464b0b39a9bc5de6f4d5191b3b /not/Hero.lua | |
parent | bd22a09dc862ac5480426bfd5e0311a97b6cfa77 (diff) | |
download | roflnauts-84278ed41f61c586dbb38dd99c45ee33e2f58c77.zip roflnauts-84278ed41f61c586dbb38dd99c45ee33e2f58c77.tar.gz roflnauts-84278ed41f61c586dbb38dd99c45ee33e2f58c77.tar.bz2 |
Moved ? -> not.?; Renamed Player -> Hero
Diffstat (limited to 'not/Hero.lua')
-rw-r--r-- | not/Hero.lua | 449 |
1 files changed, 449 insertions, 0 deletions
diff --git a/not/Hero.lua b/not/Hero.lua new file mode 100644 index 0000000..7ddc724 --- /dev/null +++ b/not/Hero.lua @@ -0,0 +1,449 @@ +-- `Hero` +-- Entity controlled by a player. It has a physical body and a sprite. Can play animations and interact with other instances of the same class. +-- Collision category: [2] + +-- WHOLE CODE HAS FLAG OF "need a cleanup" +require "not.Sprite" + +-- Metatable of `Hero` +-- nils initialized in constructor +Hero = { + -- General and physics + name = "empty", + body = nil, + shape = nil, + fixture = nil, + sprite = nil, + rotate = 0, -- "angle" would sound better + facing = 1, + max_velocity = 105, + world = nil, -- game world + -- Combat + combo = 0, + lives = 3, + spawntimer = 2, + alive = true, + punchcd = 0.25, + punchdir = 0, -- a really bad thing + -- Movement + inAir = true, + salto = false, + jumpactive = false, + jumpdouble = true, + jumptimer = 0.16, + jumpnumber = 2, + -- Keys + controlset = nil, + -- HUD + portrait_sprite = nil, + portrait_frame = nil, + portrait_sheet = require "nautsicons", + portrait_box = love.graphics.newQuad( 0, 15, 32,32, 80,130), + -- Sounds + sfx = require "sounds", + -- Animations table + animations = require "animations" +} +Hero.__index = Hero +setmetatable(Hero, Sprite) + +-- Constructor of `Hero` +function Hero:new (game, world, x, y, name) + -- Meta + local o = {} + setmetatable(o, 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" + o:setImage(newImage("assets/nauts/"..o.name..".png")) + o.world = game + o.punchcd = 0 + -- Animation + o.current = o.animations.default + o:createEffect("respawn") + -- Portrait load for first object created + if self.portrait_sprite == nil then + self.portrait_sprite = love.graphics.newImage("assets/portraits.png") + self.portrait_frame = love.graphics.newImage("assets/menu.png") + end + return o +end + +-- Control set managment +function Hero:assignControlSet(set) + self.controlset = set +end +function Hero:getControlSet() + return self.controlset +end + +-- Update callback of `Hero` +function Hero:update(dt) + -- hotfix? for destroyed bodies + if self.body:isDestroyed() then return end + -- locals + local x, y = self.body:getLinearVelocity() + local isDown = Controller.isDown + local controlset = self:getControlSet() + + -- # VERTICAL MOVEMENT + -- Jumping + if self.jumpactive and self.jumptimer > 0 then + self.body:setLinearVelocity(x,-160) + self.jumptimer = self.jumptimer - dt + end + + -- Salto + if self.salto and (self.current == self.animations.walk or self.current == self.animations.default) then + self.rotate = (self.rotate + 17 * dt * self.facing) % 360 + elseif self.rotate ~= 0 then + self.rotate = 0 + end + + -- # HORIZONTAL MOVEMENT + -- Walking + if isDown(controlset, "left") then + self.facing = -1 + self.body:applyForce(-250, 0) + -- Controlled speed limit + if x < -self.max_velocity then + self.body:applyForce(250, 0) + end + end + if isDown(controlset, "right") then + self.facing = 1 + self.body:applyForce(250, 0) + -- Controlled speed limit + if x > self.max_velocity then + self.body:applyForce(-250, 0) + end + end + + -- Custom linear damping + if not isDown(controlset, "left") and + not isDown(controlset, "right") + then + local face = nil + if x < -12 then + face = 1 + elseif x > 12 then + face = -1 + else + face = 0 + end + self.body:applyForce(40*face,0) + if not self.inAir then + self.body:applyForce(80*face,0) + end + end + + Sprite.update(self, dt) + + -- # DEATH + -- We all die in the end. + local m = self.world.map + if (self.body:getX() < m.center_x - m.width*1.5 or self.body:getX() > m.center_x + m.width*1.5 or + self.body:getY() < m.center_y - m.height*1.5 or self.body:getY() > m.center_y + m.height*1.5) and + self.alive + then + self:die() + end + + -- respawn + if self.spawntimer > 0 then + self.spawntimer = self.spawntimer - dt + end + if self.spawntimer <= 0 and not self.alive and self.lives >= 0 then + self:respawn() + end + + -- # PUNCH + -- Cooldown + self.punchcd = self.punchcd - dt + if not self.body:isDestroyed() then -- This is weird + 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 + end + + -- Stop vertical + local c,a = self.current, self.animations + if (c == a.attack_up or c == a.attack_down or c == a.attack) and self.frame < c.frames then + if self.punchdir == 0 then + self.body:setLinearVelocity(0,0) + else + self.body:setLinearVelocity(38*self.facing,0) + end + end + + if self.punchcd <= 0 and self.punchdir == 1 then + self.punchdir = 0 + end +end + +-- Controller callbacks +function Hero:controlpressed(set, action, key) + if set ~= self:getControlSet() then return end + local isDown = Controller.isDown + local controlset = self:getControlSet() + -- Jumping + if action == "jump" then + if self.jumpnumber > 0 then + -- General jump logics + self.jumpactive = true + --self:playSound(6) + -- Spawn proper effect + if not self.inAir then + self:createEffect("jump") + else + self:createEffect("doublejump") + end + -- Start salto if last jump + if self.jumpnumber == 1 then + self.salto = true + end + -- Animation clear + if (self.current == self.animations.attack) or + (self.current == self.animations.attack_up) or + (self.current == self.animations.attack_down) then + self:setAnimation("default") + end + -- Remove jump + self.jumpnumber = self.jumpnumber - 1 + end + end + + -- Walking + if (action == "left" or action == "right") and + (self.current ~= self.animations.attack) and + (self.current ~= self.animations.attack_up) and + (self.current ~= self.animations.attack_down) then + self:setAnimation("walk") + end + + -- Punching + if action == "attack" and self.punchcd <= 0 then + local f = self.facing + self.salto = false + if isDown(controlset, "up") then + -- Punch up + if self.current ~= self.animations.damage then + self:setAnimation("attack_up") + end + self:hit("up") + elseif isDown(controlset, "down") then + -- Punch down + if self.current ~= self.animations.damage then + self:setAnimation("attack_down") + end + self:hit("down") + else + -- Punch horizontal + if self.current ~= self.animations.damage then + self:setAnimation("attack") + end + if f == 1 then + self:hit("right") + else + self:hit("left") + end + self.punchdir = 1 + end + end +end +function Hero:controlreleased(set, action, key) + if set ~= self:getControlSet() then return end + local isDown = Controller.isDown + local controlset = self:getControlSet() + -- Jumping + if action == "jump" then + self.jumpactive = false + self.jumptimer = Hero.jumptimer -- take initial from metatable + end + -- Walking + if (action == "left" or action == "right") and not + (isDown(controlset, "left") or isDown(controlset, "right")) and + self.current == self.animations.walk + then + self:setAnimation("default") + end +end + +-- Draw of `Hero` +function Hero:draw(offset_x, offset_y, scale, debug) + -- draw only alive + if not self.alive then return end + -- locals + local offset_x = offset_x or 0 + local offset_y = offset_y or 0 + local scale = scale or 1 + local debug = debug or false + local x, y = self:getPosition() + -- pixel grid ; `approx` selected to prevent floating characters on certain conditions + local approx = math.floor + if (y - math.floor(y)) > 0.5 then approx = math.ceil end + local draw_y = (approx(y) + offset_y) * scale + local draw_x = (math.floor(x) + offset_x) * scale + -- sprite draw + Sprite.draw(self, draw_x, draw_y, self.rotate, self.facing*scale, scale, 12, 15) + -- debug draw + if debug then + for _,fixture in pairs(self.body:getFixtureList()) do + if fixture:getCategory() == 2 then + love.graphics.setColor(137, 255, 0, 120) + else + love.graphics.setColor(137, 0, 255, 40) + 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 + +-- getPosition +function Hero:getPosition() + return self.body:getPosition() +end + +-- Draw HUD of `Hero` +-- elevation: 1 bottom, 0 top +function Hero:drawHUD(x,y,scale,elevation) + -- hud displays only if player is alive + if self.alive then + love.graphics.setColor(255,255,255,255) + love.graphics.draw(self.portrait_frame, self.portrait_box, (x)*scale, (y)*scale, 0, scale, scale) + love.graphics.draw(self.portrait_sprite, self.portrait_sheet[self.name], (x+2)*scale, (y+3)*scale, 0, scale, scale) + local dy = 30 * elevation + love.graphics.setFont(Font) + love.graphics.print((self.combo*10).."%",(x+2)*scale,(y-3+dy)*scale,0,scale,scale) + love.graphics.print(math.max(0, self.lives),(x+24)*scale,(y-3+dy)*scale,0,scale,scale) + end +end + +-- Change animation of `Hero` +-- default, walk, attack, attack_up, attack_down, damage +function Hero:nextFrame() + local isDown = Controller.isDown + local controlset = self:getControlSet() + if self.current.repeated or not (self.frame == self.current.frames) then + self.frame = (self.frame % self.current.frames) + 1 + elseif isDown(controlset, "right") or isDown(controlset, "left") then + -- If nonrepeatable animation is finished and player is walking + self:setAnimation("walk") + elseif self.current == self.animations.damage then + self:setAnimation("default") + end +end + +-- Spawn `Effect` relative to `Hero` +function Hero:createEffect(name) + if name == "trail" or name == "hit" then + -- 16px effect: -7 -7 + self.world:createEffect(name, self.body:getX()-8, self.body:getY()-8) + elseif name ~= nil then + -- 24px effect: -12 -15 + self.world:createEffect(name, self.body:getX()-12, self.body:getY()-15) + end +end + +-- Punch of `Hero` +-- direction: left, right, up, down +-- creates temporary fixture for player's body that acts as sensor; fixture is deleted after time set in UserData[1]; deleted by Hero:update(dt) +function Hero:hit(direction) + -- start cooldown + self.punchcd = Hero.punchcd -- INITIAL from metatable + -- actual punch + local fixture + if direction == "left" then + fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(-2,-6, -20,-6, -20,6, -2,6), 0) + end + if direction == "right" then + fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(2,-6, 20,-6, 20,6, 2,6), 0) + end + if direction == "up" then + fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(-8,-4, -8,-20, 8,-20, 8,-4), 0) + end + if direction == "down" then + fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(-8,4, -8,20, 8,20, 8,4), 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 + +-- Taking damage of `Hero` by successful hit test +-- currently called from World's startContact +function Hero:damage(direction) + local horizontal, vertical = 0, 0 + if direction == "left" then + horizontal = -1 + end + if direction == "right" then + horizontal = 1 + end + if direction == "up" then + vertical = -1 + end + if direction == "down" then + vertical = 1 + end + self:createEffect("hit") + local x,y = self.body:getLinearVelocity() + self.body:setLinearVelocity(x,0) + self.body:applyLinearImpulse((42+10*self.combo)*horizontal, (68+10*self.combo)*vertical + 15) + self:setAnimation("damage") + self.combo = math.min(27, self.combo + 1) + self.punchcd = 0.08 + self.combo*0.006 + self:playSound(2) +end + +-- DIE +function Hero:die() + self:playSound(1) + self.combo = Hero.combo -- INITIAL from metatable + self.lives = self.lives - 1 + self.alive = false + self.spawntimer = Hero.spawntimer -- INITIAL from metatable + self.body:setActive(false) + self.world:onNautKilled(self) +end + +-- And then respawn. Like Jon Snow. +function Hero:respawn() + self.alive = true + self.body:setLinearVelocity(0,0) + self.body:setPosition(self.world:getSpawnPosition()) + self.body:setActive(true) + self:createEffect("respawn") + self:playSound(7) +end + +-- Sounds +function Hero:playSound(sfx, force) + if self.alive or force then + local source = love.audio.newSource(self.sfx[sfx]) + source:play() + end +end |