diff options
-rw-r--r-- | player.lua | 42 |
1 files changed, 33 insertions, 9 deletions
@@ -16,11 +16,15 @@ Player = { rotate = 0, -- "angle" would sound better facing = 1, max_velocity = 105, - combo = 1, world = nil, -- game world + -- Combat + combo = 1, lives = 3, spawntimer = 0, alive = true, + punchcd = 0, + punchinitial = 0.28, + punchdir = 0, -- Animation animations = require "animations", current = nil, @@ -126,20 +130,18 @@ function Player:update (dt) -- Thank you De Morgan! if self.current.repeated or not (self.frame == self.current.frames) then self.frame = (self.frame % self.current.frames) + 1 - elseif love.keyboard.isDown(self.key_right) or - love.keyboard.isDown(self.key_left) - then + elseif love.keyboard.isDown(self.key_right) or love.keyboard.isDown(self.key_left) then -- If nonrepeatable animation is finished and player is walking self:changeAnimation("walk") elseif self.current == self.animations.damage then self:changeAnimation("idle") end end - + -- # DEATH -- We all die in the end. if (self.body:getX() < -600 or self.body:getX() > 780 or - self.body:getY() < -800 or self.body:getY() > 500) and + self.body:getY() < -500 or self.body:getY() > 500) and self.alive then self:die() @@ -152,6 +154,25 @@ function Player:update (dt) if self.spawntimer <= 0 and not self.alive and self.lives >= 0 then self:respawn() end + + -- # PUNCH + -- Cooldown + if self.punchcd > 0 then + self.punchcd = self.punchcd - dt + end + + -- Stop vertical + if self.punchcd > 0 then + if self.punchdir == 0 then + self.body:setLinearVelocity(0,0) + else + self.body:setLinearVelocity(25*self.facing,0) + end + end + + if self.punchcd <= 0 and self.punchdir == 1 then + self.punchdir = 0 + end end -- Keypressed callback (I think?) of `Player` @@ -179,7 +200,7 @@ function Player:keypressed (key) end -- Punching - if key == self.key_hit then + if key == self.key_hit and self.punchcd <= 0 then -- Punch up if love.keyboard.isDown(self.key_up) then self:hit(0, -1) @@ -254,13 +275,15 @@ end -- Punch of `Player` -- REWORK NEEDED Issue #8 function Player:hit (horizontal, vertical) + self.punchcd = self.punchinitial + -- Resolve hit direction if vertical == -1 then self:changeAnimation("attack_up") elseif vertical == 1 then self:changeAnimation("attack_down") else self:changeAnimation("attack") - self.body:applyLinearImpulse(10*self.facing, 0) + self.punchdir = 1 end for k,n in pairs(self.world.Nauts) do if n ~= self then @@ -289,7 +312,7 @@ function Player:damage (horizontal, vertical) self:createEffect("hit") local x,y = self.body:getLinearVelocity() self.body:setLinearVelocity(x,0) - self.body:applyLinearImpulse((34+12*self.combo)*horizontal, (50+10*self.combo)*vertical + 15) + self.body:applyLinearImpulse((28+12*self.combo)*horizontal, (60+10*self.combo)*vertical + 15) self:changeAnimation("damage") self.combo = math.min(10, self.combo + 1) end @@ -308,4 +331,5 @@ function Player:respawn () self.body:setLinearVelocity(0,0) self.body:setPosition(290/2, 180/2-80) self:createEffect("respawn") + self:changeAnimation("idle") end
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