diff options
Diffstat (limited to 'not')
-rw-r--r-- | not/Hero.lua | 30 |
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() |