diff options
Diffstat (limited to 'not/Hero.lua')
-rw-r--r-- | not/Hero.lua | 150 |
1 files changed, 7 insertions, 143 deletions
diff --git a/not/Hero.lua b/not/Hero.lua index a0758ee..760a881 100644 --- a/not/Hero.lua +++ b/not/Hero.lua @@ -72,21 +72,9 @@ function Hero:init (name, world, x, y) end -- Update callback of `Hero` --- TODO: Explode this function (method, kek), move controler-related parts to `not.Player`, physics parts to `not.PhysicalBody`. function Hero:update (dt) PhysicalBody.update(self, dt) if self.body:isDestroyed() then return end - -- locals - local x, y = self:getLinearVelocity() - local isDown = Controller.isDown - local controlset = self:getControlSet() - - -- # VERTICAL MOVEMENT - -- Jumping - if self.isJumping and self.jumpTimer > 0 then - self:setLinearVelocity(x,-160) - self.jumpTimer = self.jumpTimer - dt - end -- Salto if self.salto and (self.current == self.animations.walk or self.current == self.animations.default) then @@ -95,54 +83,18 @@ function Hero:update (dt) self.angle = 0 end - -- # HORIZONTAL MOVEMENT - -- Walking - if isDown(controlset, "left") then - self.facing = -1 - self:applyForce(-250, 0) - -- Controlled speed limit - if x < -self.max_velocity then - self:applyForce(250, 0) - end - end - if isDown(controlset, "right") then - self.facing = 1 - self:applyForce(250, 0) - -- Controlled speed limit - if x > self.max_velocity then - self:applyForce(-250, 0) - end - end - - -- Custom linear damping - if not isDown(controlset, "left") and - not isDown(controlset, "right") - then - local face = nil - if x < -12 then - face = 1 - elseif x > 12 then - face = -1 - else - face = 0 - end - self:applyForce(40*face,0) - if not self.inAir then - self:applyForce(80*face,0) - end - end - - -- # DEATH - -- We all die in the end. + -- Could you please die? + -- TODO: World/Map function for testing if Point is inside playable area. local m = self.world.map - if (self.body:getX() < m.center_x - m.width*1.5 or self.body:getX() > m.center_x + m.width*1.5 or - self.body:getY() < m.center_y - m.height*1.5 or self.body:getY() > m.center_y + m.height*1.5) and + 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 then self:die() end - -- respawn + -- Respawn timer. if self.spawntimer > 0 then self.spawntimer = self.spawntimer - dt end @@ -179,94 +131,6 @@ function Hero:update (dt) end end --- Controller callbacks -function Hero:controlpressed (set, action, key) - if set ~= self:getControlSet() then return end - local isDown = Controller.isDown - local controlset = self:getControlSet() - -- Jumping - if action == "jump" then - if self.jumpCounter > 0 then - -- General jump logics - self.isJumping = true - --self:playSound(6) - -- Spawn proper effect - if not self.inAir then - self:createEffect("jump") - else - self:createEffect("doublejump") - end - -- Start salto if last jump - if self.jumpCounter == 1 then - self.salto = true - end - -- Animation clear - if (self.current == self.animations.attack) or - (self.current == self.animations.attack_up) or - (self.current == self.animations.attack_down) then - self:setAnimation("default") - end - -- Remove jump - self.jumpCounter = self.jumpCounter - 1 - end - end - - -- Walking - if (action == "left" or action == "right") and - (self.current ~= self.animations.attack) and - (self.current ~= self.animations.attack_up) and - (self.current ~= self.animations.attack_down) then - self:setAnimation("walk") - end - - -- Punching - if action == "attack" and self.punchCooldown <= 0 then - local f = self.facing - self.salto = false - if isDown(controlset, "up") then - -- Punch up - if self.current ~= self.animations.damage then - self:setAnimation("attack_up") - end - self:punch("up") - elseif isDown(controlset, "down") then - -- Punch down - if self.current ~= self.animations.damage then - self:setAnimation("attack_down") - end - self:punch("down") - else - -- Punch horizontal - if self.current ~= self.animations.damage then - self:setAnimation("attack") - end - if f == 1 then - self:punch("right") - else - self:punch("left") - end - self.punchdir = 1 - end - end -end -function Hero:controlreleased (set, action, key) - if set ~= self:getControlSet() then return end - local isDown = Controller.isDown - local controlset = self:getControlSet() - -- Jumping - if action == "jump" then - self.isJumping = false - self.jumpTimer = Hero.jumpTimer -- take initial from metatable - end - -- Walking - if (action == "left" or action == "right") and not - (isDown(controlset, "left") or isDown(controlset, "right")) and - self.current == self.animations.walk - then - self:setAnimation("default") - end -end - -- TODO: comment them and place them somewhere properly function Hero:getAngle () return self.angle @@ -275,7 +139,7 @@ function Hero:getHorizontalMirror () return self.facing end function Hero:getOffset () - return 12,15 -- TODO: WHY? How about creating body as polygon and using 0,0 instead. LIKE EVERYWHERE ELSE? Make it obsolete both in here and in `not.Sprite`. + return 12,15 end -- Draw of `Hero` |