diff options
Diffstat (limited to 'not/Hero.lua')
-rw-r--r-- | not/Hero.lua | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/not/Hero.lua b/not/Hero.lua index 6d0a202..7c2555a 100644 --- a/not/Hero.lua +++ b/not/Hero.lua @@ -13,7 +13,7 @@ Hero = { combo = 0, lives = 3, spawntimer = 2, - alive = true, + isAlive = true, punchCooldown = 0.25, punchdir = 0, -- a really bad thing -- Movement @@ -90,7 +90,7 @@ function Hero:update (dt) local x, y = self:getPosition() if (x < m.center_x - m.width*1.5 or x > m.center_x + m.width*1.5 or y < m.center_y - m.height*1.5 or y > m.center_y + m.height*1.5) and - self.alive + self.isAlive then self:die() end @@ -99,7 +99,7 @@ function Hero:update (dt) if self.spawntimer > 0 then self.spawntimer = self.spawntimer - dt end - if self.spawntimer <= 0 and not self.alive and self.lives >= 0 then + if self.spawntimer <= 0 and not self.isAlive and self.lives >= 0 then self:respawn() end @@ -145,7 +145,7 @@ end -- Draw of `Hero` function Hero:draw (offset_x, offset_y, scale, debug) - if not self.alive then return end + if not self.isAlive then return end PhysicalBody.draw(self, offset_x, offset_y, scale, debug) end @@ -153,7 +153,7 @@ end -- elevation: 1 bottom, 0 top function Hero:drawHUD (x,y,scale,elevation) -- hud displays only if player is alive - if self.alive then + if self.isAlive 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) @@ -241,7 +241,7 @@ function Hero:die () self:playSound(1) self.combo = Hero.combo -- INITIAL from metatable self.lives = self.lives - 1 - self.alive = false + self.isAlive = false self.spawntimer = Hero.spawntimer -- INITIAL from metatable self:setBodyActive(false) self.world:onNautKilled(self) @@ -249,7 +249,7 @@ end -- And then respawn. Like Jon Snow. function Hero:respawn () - self.alive = true + self.isAlive = true self:setLinearVelocity(0,0) self:setPosition(self.world:getSpawnPosition()) -- TODO: I'm not convinced about getting new position like this. self:setBodyActive(true) @@ -260,7 +260,7 @@ end -- Sounds -- TODO: Possibly export to nonexistent SoundEmitter class. Can be used by World (Stage), too. function Hero:playSound (sfx, force) - if self.alive or force then + if self.isAlive or force then local source = love.audio.newSource(self.sfx[sfx]) source:play() end |