summaryrefslogtreecommitdiffhomepage
path: root/not
diff options
context:
space:
mode:
authorAki <nthirtyone@gmail.com>2018-04-09 20:54:28 +0200
committerAki <nthirtyone@gmail.com>2018-04-09 20:54:28 +0200
commitd6444b3a69fa194e49fe9a207547821b5cd6728d (patch)
treee8a2d994d5fbbfb8b7b26fc0ebb698f869590641 /not
parent3d2dcce88a19798a5b5e2bd563b1fe2dfa1b80d2 (diff)
downloadroflnauts-d6444b3a69fa194e49fe9a207547821b5cd6728d.zip
roflnauts-d6444b3a69fa194e49fe9a207547821b5cd6728d.tar.gz
roflnauts-d6444b3a69fa194e49fe9a207547821b5cd6728d.tar.bz2
All smoke resetting logic moved to Hero; cleanups
Diffstat (limited to 'not')
-rw-r--r--not/Hero.lua32
-rw-r--r--not/Player.lua2
2 files changed, 19 insertions, 15 deletions
diff --git a/not/Hero.lua b/not/Hero.lua
index 7c818ee..676dc4a 100644
--- a/not/Hero.lua
+++ b/not/Hero.lua
@@ -70,13 +70,18 @@ function Hero:newFixture ()
fixture:setGroupIndex(self.group)
end
--- Update callback of `Hero`
+--- Called each game iteration.
+-- @param dt time since last iteration
+-- TODO: Cut this method into smaller parts.
function Hero:update (dt)
Hero.__super.update(self, dt)
+
if self.body:isDestroyed() then
return
end
+
self:dampVelocity(dt)
+
-- Salto
if self.salto and (self.current == self.animations.walk or self.current == self.animations.default) then
self.angle = (self.angle + 17 * dt * self.facing) % 360
@@ -84,7 +89,7 @@ function Hero:update (dt)
self.angle = 0
end
- -- Could you please die?
+ -- Death
-- TODO: World/Map function for testing if Point is inside playable area.
local m = self.world.map
local x, y = self:getPosition()
@@ -95,7 +100,7 @@ function Hero:update (dt)
self:die()
end
- -- Respawn timer.
+ -- Respawn
if self.spawntimer > 0 then
self.spawntimer = self.spawntimer - dt
end
@@ -103,15 +108,14 @@ function Hero:update (dt)
self:respawn()
end
- -- Trail spawner
+ -- Trail
-- TODO: lower the frequency of spawning - currently it is each frame.
if self.smoke and self.inAir then
local dx, dy = love.math.random(-5, 5), love.math.random(-5, 5)
self:createEffect("trail", dx, dy)
end
- -- # PUNCH
- -- Cooldown
+ -- Punch cooldown
self.punchCooldown = self.punchCooldown - dt
if not self.body:isDestroyed() then -- TODO: This is weird
for _,fixture in pairs(self.body:getFixtures()) do -- TODO: getFixtures from `PhysicalBody` or similar.
@@ -124,7 +128,7 @@ function Hero:update (dt)
end
end
- --- Walking
+ -- Walking
-- TODO: Walking is still not satisfactiory. Think of way to improve it.
if self:isWalking() then
if not self._already_walking then
@@ -144,7 +148,7 @@ function Hero:update (dt)
self:walk(1)
end
- -- Stop vertical
+ -- Set predefined velocity when attack animations are playing
local currentAnimation = self:getAnimation()
if self.frame < currentAnimation.frames then
if currentAnimation == self.animations.attack_up or currentAnimation == self.animations.attack_down then
@@ -155,7 +159,7 @@ function Hero:update (dt)
end
end
- -- Jumping.
+ -- Jumping
if self:isJumping() then
if self.jumpTimer > 0 then
if not self._jumping then
@@ -228,20 +232,21 @@ function Hero:onWalkingStopped ()
end
function Hero:onJumpStarted ()
- -- Start salto if last jump
+ self.smoke = false
+
if self.jumpCounter == 1 then
self.salto = true
end
+
self.jumpCounter = self.jumpCounter - 1
+
if self.jumpCounter > 0 then
- -- self:playSound(6)
- -- Spawn proper effect
if not self.inAir then
self:createEffect("jump")
else
self:createEffect("doublejump")
end
- -- Animation clear
+
if (self.current == self.animations.attack) or
(self.current == self.animations.attack_up) or
(self.current == self.animations.attack_down) then
@@ -357,6 +362,7 @@ end
function Hero:punch (direction)
self.punchCooldown = Hero.PUNCH_COOLDOWN
self.salto = false
+ self.smoke = false
local shape
if direction == "left" then
diff --git a/not/Player.lua b/not/Player.lua
index 5da4f5f..ac5d6aa 100644
--- a/not/Player.lua
+++ b/not/Player.lua
@@ -42,8 +42,6 @@ end
-- @param key parent key of control
function Player:controlpressed (set, action, key)
if set ~= self:getControllerSet() then return end
- self.smoke = false -- TODO: temporary
-
if action == "attack" and self.punchCooldown <= 0 then
local f = self.facing
if self:isControlDown("up") then