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-rw-r--r--player.lua40
1 files changed, 23 insertions, 17 deletions
diff --git a/player.lua b/player.lua
index f01fcba..35708ea 100644
--- a/player.lua
+++ b/player.lua
@@ -49,7 +49,6 @@ function Player:new(world, x, y, spritesheet)
o.fixture:setCategory(2)
o.fixture:setMask(2)
o.body:setFixedRotation(true)
- o.body:setLinearDamping(0.1)
print(o.body.mass)
-- Animation
o.initial = o.delay
@@ -59,7 +58,7 @@ end
-- Update callback of `Player`
function Player:update(dt)
- -- VERTICAL MOVEMENT
+ -- # VERTICAL MOVEMENT
-- Jumping
if self.jumpactive and self.jumptimer > 0 then
local x,y = self.body:getLinearVelocity()
@@ -74,12 +73,13 @@ function Player:update(dt)
self.rotate = 0
end
- -- HORIZONTAL MOVEMENT
+ -- # HORIZONTAL MOVEMENT
-- Walking
local x,y = self.body:getLinearVelocity()
if love.keyboard.isDown(self.key_left) then
self.facing = -1
self.body:applyForce(-200, 0)
+ -- Controlled speed limit
if x < -self.max_velocity then
self.body:applyForce(200, 0)
end
@@ -87,24 +87,29 @@ function Player:update(dt)
if love.keyboard.isDown(self.key_right) then
self.facing = 1
self.body:applyForce(200, 0)
+ -- Controlled speed limit
if x > self.max_velocity then
self.body:applyForce(-200, 0)
end
end
-
- -- Limit `Player` horizontal speed
- -- Maximum speed may be actually a little bit higher or lower
- --[[
- local x,y = self.body:getLinearVelocity()
- if x > self.max_velocity then
- self.body:setLinearVelocity(self.max_velocity, y)
- end
- if x < -self.max_velocity then
- self.body:setLinearVelocity(-self.max_velocity, y)
+
+ -- Custom linear damping
+ if not self.inAir and
+ not love.keyboard.isDown(self.key_left) and
+ not love.keyboard.isDown(self.key_right)
+ then
+ local face = nil
+ if x < -12 then
+ face = 1
+ elseif x > 12 then
+ face = -1
+ else
+ face = 0
+ end
+ self.body:applyForce(120*face,0)
end
- --]]
- -- ANIMATIONS
+ -- # ANIMATIONS
-- Animation
self.delay = self.delay - dt
if self.delay < 0 then
@@ -181,6 +186,7 @@ function Player:changeAnimation(animation)
end
-- Punch of `Player`
+-- REWORK NEEDED
function Player:hit(horizontal, vertical)
if vertical == -1 then
self:changeAnimation("attack_up")
@@ -188,7 +194,7 @@ function Player:hit(horizontal, vertical)
self:changeAnimation("attack_down")
else
self:changeAnimation("attack")
- self.body:applyForce(800*self.facing, 0)
+ self.body:applyLinearImpulse(10*self.facing, 0)
end
for k,n in pairs(Nauts) do
if n ~= self then
@@ -216,6 +222,6 @@ end
-- Taking damage of `Player` by successful hit test
function Player:damage(horizontal, vertical)
- self.body:applyLinearImpulse((10+10*self.combo)*horizontal, (50+10*self.combo)*vertical + 15)
+ self.body:applyLinearImpulse((34+12*self.combo)*horizontal, (50+10*self.combo)*vertical + 15)
self:changeAnimation("damage")
end \ No newline at end of file