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-rw-r--r--not/Hero.lua150
-rw-r--r--not/Player.lua142
2 files changed, 148 insertions, 144 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`
diff --git a/not/Player.lua b/not/Player.lua
index 5fc2adc..2bee903 100644
--- a/not/Player.lua
+++ b/not/Player.lua
@@ -11,7 +11,6 @@ Player.__index = Player
setmetatable(Player, Hero)
-- Constructor of `Player`.
--- TODO: I'm sure it is a duplicate, but `not.World.create*` methods need to pass proper parameters.
function Player:new (name, game, x, y)
local o = setmetatable({}, self)
o:init(name, game, x, y)
@@ -36,3 +35,144 @@ end
function Player:getControlSet ()
return self.controlset
end
+
+-- Check if control of assigned controller is pressed.
+function Player:isControlDown (control)
+ return Controller.isDown(self:getControlSet(), control)
+end
+
+-- Update of `Player`.
+function Player:update (dt)
+ local x, y = self:getLinearVelocity()
+ 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.
+
+ -- 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
+
+ -- Limiting walking speed.
+ if not self:isControlDown("left") and
+ not self:isControlDown("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
+end
+
+-- Controller callbacks.
+function Player: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 Player: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