summaryrefslogtreecommitdiffhomepage
path: root/not
diff options
context:
space:
mode:
Diffstat (limited to 'not')
-rw-r--r--not/Hero.lua30
1 files changed, 15 insertions, 15 deletions
diff --git a/not/Hero.lua b/not/Hero.lua
index 362ebf9..bd8c55c 100644
--- a/not/Hero.lua
+++ b/not/Hero.lua
@@ -75,15 +75,15 @@ function Hero:init (name, world, x, y)
end
-- Control set managment
-function Hero:assignControlSet(set)
+function Hero:assignControlSet (set)
self.controlset = set
end
-function Hero:getControlSet()
+function Hero:getControlSet ()
return self.controlset
end
-- Update callback of `Hero`
-function Hero:update(dt)
+function Hero:update (dt)
-- hotfix? for destroyed bodies
if self.body:isDestroyed() then return end
-- locals
@@ -192,7 +192,7 @@ function Hero:update(dt)
end
-- Controller callbacks
-function Hero:controlpressed(set, action, key)
+function Hero:controlpressed (set, action, key)
if set ~= self:getControlSet() then return end
local isDown = Controller.isDown
local controlset = self:getControlSet()
@@ -261,7 +261,7 @@ function Hero:controlpressed(set, action, key)
end
end
end
-function Hero:controlreleased(set, action, key)
+function Hero:controlreleased (set, action, key)
if set ~= self:getControlSet() then return end
local isDown = Controller.isDown
local controlset = self:getControlSet()
@@ -280,7 +280,7 @@ function Hero:controlreleased(set, action, key)
end
-- Draw of `Hero`
-function Hero:draw(offset_x, offset_y, scale, debug)
+function Hero:draw (offset_x, offset_y, scale, debug)
-- draw only alive
if not self.alive then return end
-- locals
@@ -315,13 +315,13 @@ function Hero:draw(offset_x, offset_y, scale, debug)
end
-- getPosition
-function Hero:getPosition()
+function Hero:getPosition ()
return self.body:getPosition()
end
-- Draw HUD of `Hero`
-- elevation: 1 bottom, 0 top
-function Hero:drawHUD(x,y,scale,elevation)
+function Hero:drawHUD (x,y,scale,elevation)
-- hud displays only if player is alive
if self.alive then
love.graphics.setColor(255,255,255,255)
@@ -336,7 +336,7 @@ end
-- Change animation of `Hero`
-- default, walk, attack, attack_up, attack_down, damage
-function Hero:nextFrame()
+function Hero:nextFrame ()
local isDown = Controller.isDown
local controlset = self:getControlSet()
if self.current.repeated or not (self.frame == self.current.frames) then
@@ -350,7 +350,7 @@ function Hero:nextFrame()
end
-- Spawn `Effect` relative to `Hero`
-function Hero:createEffect(name)
+function Hero:createEffect (name)
if name == "trail" or name == "hit" then
-- 16px effect: -7 -7
self.world:createEffect(name, self.body:getX()-8, self.body:getY()-8)
@@ -363,7 +363,7 @@ end
-- Punch of `Hero`
-- direction: left, right, up, down
-- creates temporary fixture for player's body that acts as sensor; fixture is deleted after time set in UserData[1]; deleted by Hero:update(dt)
-function Hero:hit(direction)
+function Hero:hit (direction)
-- start cooldown
self.punchcd = Hero.punchcd -- INITIAL from metatable
-- actual punch
@@ -391,7 +391,7 @@ end
-- Taking damage of `Hero` by successful hit test
-- currently called from World's startContact
-function Hero:damage(direction)
+function Hero:damage (direction)
local horizontal, vertical = 0, 0
if direction == "left" then
horizontal = -1
@@ -416,7 +416,7 @@ function Hero:damage(direction)
end
-- DIE
-function Hero:die()
+function Hero:die ()
self:playSound(1)
self.combo = Hero.combo -- INITIAL from metatable
self.lives = self.lives - 1
@@ -427,7 +427,7 @@ function Hero:die()
end
-- And then respawn. Like Jon Snow.
-function Hero:respawn()
+function Hero:respawn ()
self.alive = true
self.body:setLinearVelocity(0,0)
self.body:setPosition(self.world:getSpawnPosition())
@@ -437,7 +437,7 @@ function Hero:respawn()
end
-- Sounds
-function Hero:playSound(sfx, force)
+function Hero:playSound (sfx, force)
if self.alive or force then
local source = love.audio.newSource(self.sfx[sfx])
source:play()