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-rw-r--r--player.lua8
1 files changed, 6 insertions, 2 deletions
diff --git a/player.lua b/player.lua
index 364efbd..1818e48 100644
--- a/player.lua
+++ b/player.lua
@@ -72,10 +72,14 @@ function Player:new (game, world, x, y, name)
o.current = o.animations.idle
o:createEffect("respawn")
-- New punch mechanics
- o.hitbox_fixture = love.physics.newFixture(o.body, love.physics.newPolygonShape(6,-8,28,-8,28,8,6,8), 0)
+ o.hitbox_fixture = love.physics.newFixture(o.body, love.physics.newPolygonShape(6,-6,20,-6,20,6,6,6), 0)
o.hitbox_fixture:setSensor(true)
o.hitbox_fixture:setCategory(3)
o.hitbox_fixture:setMask(1)
+ local fixture = love.physics.newFixture(o.body, love.physics.newPolygonShape(-6,-6,-20,-6,-20,6,-6,6), 0)
+ fixture:setSensor(true)
+ fixture:setCategory(3)
+ fixture:setMask(1)
-- Portrait load for first object created
if self.portrait_sprite == nil then
self.portrait_sprite = love.graphics.newImage("assets/portraits.png")
@@ -309,7 +313,7 @@ function Player:draw(offset_x, offset_y, scale, debug)
local draw_y = (math.floor(y) + offset_y) * scale
-- sprite draw
love.graphics.setColor(255,255,255,255)
- love.graphics.draw(self.sprite, self.current[self.frame], draw_x, draw_y, self.rotate, self.facing*scale, 1*scale, 12, 14)
+ love.graphics.draw(self.sprite, self.current[self.frame], draw_x, draw_y, self.rotate, self.facing*scale, 1*scale, 12, 15)
-- debug draw
if debug then
for _,fixture in pairs(self.body:getFixtureList()) do