diff options
Diffstat (limited to 'not/Player.lua')
-rw-r--r-- | not/Player.lua | 159 |
1 files changed, 159 insertions, 0 deletions
diff --git a/not/Player.lua b/not/Player.lua new file mode 100644 index 0000000..2a4b2e6 --- /dev/null +++ b/not/Player.lua @@ -0,0 +1,159 @@ +--- `Player` +-- Special `not.Hero` controllable by a player. +Player = { + -- TODO: move functions and properties related to controls from `not.Hero`. + controllerSet = --[[Controller.sets.*]]nil, +} + +-- `Player` is a child of `Hero`. +require "not.Hero" +Player.__index = Player +setmetatable(Player, Hero) + +-- Constructor of `Player`. +function Player:new (name, game, x, y) + local o = setmetatable({}, self) + o:init(name, game, x, y) + -- Load portraits statically to `not.Hero`. + -- TODO: this is heresy, put it into `load` method or something similar. + if Hero.portrait_sprite == nil then + Hero.portrait_sprite = love.graphics.newImage("assets/portraits.png") + Hero.portrait_frame = love.graphics.newImage("assets/menu.png") + end + return o +end + +-- Initializer of `Player`. +function Player:init (...) + Hero.init(self, ...) +end + +-- Controller set manipulation. +function Player:assignControllerSet (set) + self.controllerSet = set +end +function Player:getControllerSet () + return self.controllerSet +end + +-- Check if control of assigned controller is pressed. +function Player:isControlDown (control) + return Controller.isDown(self:getControllerSet(), control) +end + +-- Update of `Player`. +function Player:update (dt) + Hero.update(self, dt) -- TODO: It would be probably a good idea to add return to update functions to terminate if something goes badly in parent's update. + if self.body:isDestroyed() then return end + local x, y = self:getLinearVelocity() + -- Jumping. + if self.isJumping and self.jumpTimer > 0 then + self:setLinearVelocity(x,-160) + self.jumpTimer = self.jumpTimer - dt + end + + -- Walking. + if self:isControlDown("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 self:isControlDown("right") then + self.facing = 1 + self:applyForce(250, 0) + -- Controlled speed limit + if x > self.max_velocity then + self:applyForce(-250, 0) + end + end +end + +-- Controller callbacks. +function Player:controlpressed (set, action, key) + if set ~= self:getControllerSet() then return end + -- 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") then + self.isWalking = true + if (self.current ~= self.animations.attack) and + (self.current ~= self.animations.attack_up) and + (self.current ~= self.animations.attack_down) then + self:setAnimation("walk") + end + end + + -- Punching + if action == "attack" and self.punchCooldown <= 0 then + local f = self.facing + self.salto = false + if self:isControlDown("up") then + -- Punch up + if self.current ~= self.animations.damage then + self:setAnimation("attack_up") + end + self:punch("up") + elseif self:isControlDown("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 Player:controlreleased (set, action, key) + if set ~= self:getControllerSet() then return end + -- Jumping + if action == "jump" then + self.isJumping = false + self.jumpTimer = Hero.jumpTimer -- take initial from metatable + end + -- Walking + if (action == "left" or action == "right") then + self.isWalking = false + if not (self:isControlDown("left") or self:isControlDown("right")) and + self.current == self.animations.walk then + self:setAnimation("default") + end + end +end |