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-rw-r--r--player.lua26
1 files changed, 16 insertions, 10 deletions
diff --git a/player.lua b/player.lua
index 56b0505..ec2a946 100644
--- a/player.lua
+++ b/player.lua
@@ -96,8 +96,10 @@ end
function Player:update(dt)
-- hotfix? for destroyed bodies
if self.body:isDestroyed() then return end
- -- # LOCALS
- local x,y = self.body:getLinearVelocity()
+ -- locals
+ local x, y = self.body:getLinearVelocity()
+ local isDown = Controller.isDown
+ local controlset = self:getControlSet()
-- # VERTICAL MOVEMENT
-- Jumping
@@ -115,7 +117,7 @@ function Player:update(dt)
-- # HORIZONTAL MOVEMENT
-- Walking
- if Controller.isDown(self:getControlSet(), "left") then
+ if isDown(controlset, "left") then
self.facing = -1
self.body:applyForce(-250, 0)
-- Controlled speed limit
@@ -123,7 +125,7 @@ function Player:update(dt)
self.body:applyForce(250, 0)
end
end
- if Controller.isDown(self:getControlSet(), "right") then
+ if isDown(controlset, "right") then
self.facing = 1
self.body:applyForce(250, 0)
-- Controlled speed limit
@@ -133,8 +135,8 @@ function Player:update(dt)
end
-- Custom linear damping
- if not Controller.isDown(self:getControlSet(), "left") and
- not Controller.isDown(self:getControlSet(), "right")
+ if not isDown(controlset, "left") and
+ not isDown(controlset, "right")
then
local face = nil
if x < -12 then
@@ -158,7 +160,7 @@ function Player:update(dt)
-- Thank you De Morgan!
if self.current.repeated or not (self.frame == self.current.frames) then
self.frame = (self.frame % self.current.frames) + 1
- elseif Controller.isDown(self:getControlSet(), "right") or Controller.isDown(self:getControlSet(), "left") then
+ elseif isDown(controlset, "right") or isDown(controlset, "left") then
-- If nonrepeatable animation is finished and player is walking
self:changeAnimation("walk")
elseif self.current == self.animations.damage then
@@ -206,6 +208,8 @@ 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.jumpnumber > 0 then
@@ -244,13 +248,13 @@ function Player:controlpressed(set, action, key)
if action == "attack" and self.punchcd <= 0 then
local f = self.facing
self.salto = false
- if Controller.isDown(self:getControlSet(), "up") then
+ if isDown(controlset, "up") then
-- Punch up
if self.current ~= self.animations.damage then
self:changeAnimation("attack_up")
end
self:hit(-f,-18,4*f,10, 0, -1)
- elseif Controller.isDown(self:getControlSet(), "down") then
+ elseif isDown(controlset, "down") then
-- Punch down
if self.current ~= self.animations.damage then
self:changeAnimation("attack_down")
@@ -268,6 +272,8 @@ function Player:controlpressed(set, action, key)
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.jumpactive = false
@@ -275,7 +281,7 @@ function Player:controlreleased(set, action, key)
end
-- Walking
if (action == "left" or action == "right") and not
- (Controller.isDown(self:getControlSet(), "left") or Controller.isDown(self:getControlSet(), "right")) and
+ (isDown(controlset, "left") or isDown(controlset, "right")) and
self.current == self.animations.walk
then
self:changeAnimation("idle")