diff options
-rw-r--r-- | animated.lua | 42 | ||||
-rw-r--r-- | player.lua | 53 |
2 files changed, 64 insertions, 31 deletions
diff --git a/animated.lua b/animated.lua new file mode 100644 index 0000000..c698872 --- /dev/null +++ b/animated.lua @@ -0,0 +1,42 @@ +-- `Animated` +-- Abstract class for animated entities. + +-- Metatable +Animated = { + animations = require "animations", + current--[[animations.idle]], + frame = 1, + delay = .1 +} +Animated.__index = Animated +Animated.current = Animated.animations.idle + +-- setAnimation(self, animation) +function Animated:setAnimation(animation) + self.frame = 1 + self.delay = Animated.delay -- INITIAL from metatable + self.current = self.animations[animation] +end + +-- getAnimation(self) +function Animated:getAnimation() + return self.current +end + +-- animate(self, dt) +function Animated:animate(dt) + self.delay = self.delay - dt + if self.delay < 0 then + self.delay = self.delay + Animated.delay -- INITIAL from metatable + self:nextFrame() + end +end + +-- nextFrame(self) +function Animated:nextFrame() + if self.current.repeated or not (self.frame == self.current.frames) then + self.frame = (self.frame % self.current.frames) + 1 + else + self:setAnimation("idle") + end +end
\ No newline at end of file @@ -3,6 +3,7 @@ -- Collision category: [2] -- WHOLE CODE HAS FLAG OF "need a cleanup" +require "animated" -- Metatable of `Player` -- nils initialized in constructor @@ -24,11 +25,6 @@ Player = { alive = true, punchcd = 0.25, punchdir = 0, -- a really bad thing - -- Animation - animations = require "animations", - current = nil, - frame = 1, - delay = 0.10, -- Movement inAir = true, salto = false, @@ -46,6 +42,8 @@ Player = { -- Sounds sfx = require "sounds" } +Player.__index = Player +setmetatable(Player, Animated) -- Constructor of `Player` function Player:new (game, world, x, y, name) @@ -153,21 +151,7 @@ function Player:update(dt) end end - -- # ANIMATIONS - -- Animation - self.delay = self.delay - dt - if self.delay < 0 then - self.delay = self.delay + Player.delay -- INITIAL from metatable - -- 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 isDown(controlset, "right") or isDown(controlset, "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 + self:animate(dt) -- # DEATH -- We all die in the end. @@ -240,7 +224,7 @@ function Player:controlpressed(set, action, key) if (self.current == self.animations.attack) or (self.current == self.animations.attack_up) or (self.current == self.animations.attack_down) then - self:changeAnimation("idle") + self:setAnimation("idle") end -- Remove jump self.jumpnumber = self.jumpnumber - 1 @@ -252,7 +236,7 @@ function Player:controlpressed(set, action, key) (self.current ~= self.animations.attack) and (self.current ~= self.animations.attack_up) and (self.current ~= self.animations.attack_down) then - self:changeAnimation("walk") + self:setAnimation("walk") end -- Punching @@ -262,19 +246,19 @@ function Player:controlpressed(set, action, key) if isDown(controlset, "up") then -- Punch up if self.current ~= self.animations.damage then - self:changeAnimation("attack_up") + self:setAnimation("attack_up") end self:hit("up") elseif isDown(controlset, "down") then -- Punch down if self.current ~= self.animations.damage then - self:changeAnimation("attack_down") + self:setAnimation("attack_down") end self:hit("down") else -- Punch horizontal if self.current ~= self.animations.damage then - self:changeAnimation("attack") + self:setAnimation("attack") end if f == 1 then self:hit("right") @@ -299,7 +283,7 @@ function Player:controlreleased(set, action, key) (isDown(controlset, "left") or isDown(controlset, "right")) and self.current == self.animations.walk then - self:changeAnimation("idle") + self:setAnimation("idle") end end @@ -359,10 +343,17 @@ end -- Change animation of `Player` -- idle, walk, attack, attack_up, attack_down, damage -function Player:changeAnimation(animation) - self.frame = 1 - self.delay = Player.delay -- INITIAL from metatable - self.current = self.animations[animation] +function Player: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("idle") + end end -- Spawn `Effect` relative to `Player` @@ -425,7 +416,7 @@ function Player:damage(direction) 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:changeAnimation("damage") + self:setAnimation("damage") self.combo = math.min(27, self.combo + 1) self.punchcd = 0.08 + self.combo*0.006 self:playSound(2) |