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-rw-r--r--not/Hero.lua86
-rw-r--r--not/Player.lua65
2 files changed, 91 insertions, 60 deletions
diff --git a/not/Hero.lua b/not/Hero.lua
index 2b5c529..7ef7b4e 100644
--- a/not/Hero.lua
+++ b/not/Hero.lua
@@ -43,8 +43,6 @@ function Hero:new (config, x, y, world)
self.salto = false
self.smoke = false
self.isAlive = true
- self.isWalking = false
- self.isJumping = false
self.spawntimer = 2
self.punchCooldown = 0
-- TODO: Pass loaded portrait from menu to Hero.
@@ -124,6 +122,13 @@ function Hero:update (dt)
end
end
+ if self:isWalkingLeft() then
+ self:walk(-1)
+ end
+ if self:isWalkingRight() then
+ self:walk(1)
+ end
+
-- Stop vertical
local currentAnimation = self:getAnimation()
if self.frame < currentAnimation.frames then
@@ -134,11 +139,49 @@ function Hero:update (dt)
self:setLinearVelocity(38*self.facing, 0)
end
end
+
+ -- Jumping.
+ if self:isJumping() and self.jumpTimer > 0 then
+ if not self._jumpevent then
+ self._jumpevent = true
+ self:onJump()
+ end
+ if self.jumpCounter == 0 or self.jumpCounter == 1 then
+ local x = self:getLinearVelocity()
+ self:setLinearVelocity(x,-160)
+ self.jumpTimer = self.jumpTimer - dt
+ end
+ else
+ self._jumpevent = false
+ end
+end
+
+function Hero:onJump ()
+ -- Start salto if last jump
+ if self.jumpCounter == 1 then
+ self.salto = true
+ end
+ self.jumpCounter = self.jumpCounter - 1
+ if self.jumpCounter > 0 then
+ -- self:playSound(6)
+ -- Spawn proper effect
+ if not self.inAir then
+ self:createEffect("jump")
+ else
+ self:createEffect("doublejump")
+ 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
+ end
end
--- Damps linear velocity every frame by applying minor force to body.
function Hero:dampVelocity (dt)
- if not self.isWalking then
+ if not self:isWalking() then
local face
local x, y = self:getLinearVelocity()
if x < -12 then
@@ -169,6 +212,13 @@ end
function Hero:draw (debug)
if not self.isAlive then return end
Hero.__super.draw(self, debug)
+ if debug then
+ local x, y = self:getPosition()
+ love.graphics.setColor(255, 50, 50)
+ love.graphics.setFont(Font)
+ local msg = string.format("%d %s %s", self.jumpCounter, tostring(self.jumpTimer > 0), tostring(self:isJumping()))
+ love.graphics.print(msg, x + 10, y)
+ end
end
-- TODO: Hero@drawTag's printf is not readable.
@@ -199,7 +249,7 @@ end
function Hero:goToNextFrame ()
if self.current.repeated or not (self.frame == self.current.frames) then
self.frame = (self.frame % self.current.frames) + 1
- elseif self.isWalking then
+ elseif self:isWalking() then
self:setAnimation("walk")
elseif self.current == self.animations.damage then
self:setAnimation("default")
@@ -227,6 +277,34 @@ function Hero:land ()
self:createEffect("land")
end
+function Hero:isJumping ()
+ return false
+end
+
+function Hero:isWalking ()
+ return self:isWalkingLeft() or self:isWalkingRight()
+end
+
+function Hero:isWalkingLeft ()
+ return false
+end
+
+function Hero:isWalkingRight ()
+ return false
+end
+
+function Hero:walk (face)
+ local x, y = self:getLinearVelocity()
+ self.facing = face
+ self:applyForce(250 * face, 0)
+ if x > self.MAX_VELOCITY then
+ self:applyForce(-250, 0)
+ end
+ if x < -self.MAX_VELOCITY then
+ self:applyForce(250, 0)
+ end
+end
+
-- Creates temporary fixture for hero's body that acts as sensor.
-- direction: ("left", "right", "up", "down")
-- Sensor fixture is deleted after time set in UserData[1]; deleted by `not.Hero.update`.
diff --git a/not/Player.lua b/not/Player.lua
index b0dac75..27ace75 100644
--- a/not/Player.lua
+++ b/not/Player.lua
@@ -25,70 +25,25 @@ function Player:isControlDown (control)
return Controller.isDown(self:getControllerSet(), control)
end
--- Update of `Player`.
-function Player:update (dt)
- Player.__super.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
+function Player:isJumping ()
+ return self:isControlDown("jump")
+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
+function Player:isWalkingLeft ()
+ return self:isControlDown("left")
+end
+
+function Player:isWalkingRight ()
+ return self:isControlDown("right")
end
-- Controller callbacks.
function Player:controlpressed (set, action, key)
if set ~= self:getControllerSet() then return end
self.smoke = false -- TODO: temporary
- -- 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
@@ -129,13 +84,11 @@ 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
if not (self:isControlDown("left") or self:isControlDown("right")) then
- self.isWalking = false
if self.current == self.animations.walk then
self:setAnimation("default")
end