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author | Aki <nthirtyone@gmail.com> | 2018-04-09 20:54:28 +0200 |
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committer | Aki <nthirtyone@gmail.com> | 2018-04-09 20:54:28 +0200 |
commit | d6444b3a69fa194e49fe9a207547821b5cd6728d (patch) | |
tree | e8a2d994d5fbbfb8b7b26fc0ebb698f869590641 /not | |
parent | 3d2dcce88a19798a5b5e2bd563b1fe2dfa1b80d2 (diff) | |
download | roflnauts-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.lua | 32 | ||||
-rw-r--r-- | not/Player.lua | 2 |
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 |