diff options
Diffstat (limited to 'player.lua')
-rw-r--r-- | player.lua | 26 |
1 files changed, 16 insertions, 10 deletions
@@ -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") |