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-rw-r--r--player.lua75
1 files changed, 30 insertions, 45 deletions
diff --git a/player.lua b/player.lua
index d2bc6d1..b6d4e3f 100644
--- a/player.lua
+++ b/player.lua
@@ -3,6 +3,7 @@
-- Collision category: [2]
-- WHOLE CODE HAS FLAG OF "need a cleanup"
+require "animated"
-- Metatable of `Player`
-- nils initialized in constructor
@@ -24,11 +25,6 @@ Player = {
alive = true,
punchcd = 0.25,
punchdir = 0, -- a really bad thing
- -- Animation
- animations = require "animations",
- current = nil,
- frame = 1,
- delay = 0.10,
-- Movement
inAir = true,
salto = false,
@@ -44,15 +40,18 @@ Player = {
portrait_sheet = require "nautsicons",
portrait_box = love.graphics.newQuad( 0, 15, 32,32, 80,130),
-- Sounds
- sfx = require "sounds"
+ sfx = require "sounds",
+ -- Animations table
+ animations = require "animations"
}
+Player.__index = Player
+setmetatable(Player, Animated)
-- Constructor of `Player`
function Player:new (game, world, x, y, name)
-- Meta
local o = {}
setmetatable(o, self)
- self.__index = self
-- Physics
local group = -1-#game.Nauts
o.body = love.physics.newBody(world, x, y, "dynamic")
@@ -65,11 +64,11 @@ function Player:new (game, world, x, y, name)
o.body:setFixedRotation(true)
-- Misc
o.name = name or "empty"
- o.sprite = newImage("assets/nauts/"..o.name..".png")
+ o:setSprite(newImage("assets/nauts/"..o.name..".png"))
o.world = game
o.punchcd = 0
-- Animation
- o.current = o.animations.idle
+ o.current = o.animations.default
o:createEffect("respawn")
-- Portrait load for first object created
if self.portrait_sprite == nil then
@@ -79,12 +78,6 @@ function Player:new (game, world, x, y, name)
return o
end
--- Destructor of `Player`
-function Player:delete()
- -- body deletion is handled by world deletion
- self.sprite = nil
-end
-
-- Control set managment
function Player:assignControlSet(set)
self.controlset = set
@@ -110,7 +103,7 @@ function Player:update(dt)
end
-- Salto
- if self.salto and (self.current == self.animations.walk or self.current == self.animations.idle) then
+ if self.salto and (self.current == self.animations.walk or self.current == self.animations.default) then
self.rotate = (self.rotate + 17 * dt * self.facing) % 360
elseif self.rotate ~= 0 then
self.rotate = 0
@@ -153,21 +146,7 @@ function Player:update(dt)
end
end
- -- # ANIMATIONS
- -- Animation
- self.delay = self.delay - dt
- if self.delay < 0 then
- self.delay = self.delay + Player.delay -- INITIAL from metatable
- -- 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 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
- self:changeAnimation("idle")
- end
- end
+ Animated.update(self, dt)
-- # DEATH
-- We all die in the end.
@@ -240,7 +219,7 @@ function Player:controlpressed(set, action, key)
if (self.current == self.animations.attack) or
(self.current == self.animations.attack_up) or
(self.current == self.animations.attack_down) then
- self:changeAnimation("idle")
+ self:setAnimation("default")
end
-- Remove jump
self.jumpnumber = self.jumpnumber - 1
@@ -252,7 +231,7 @@ function Player:controlpressed(set, action, key)
(self.current ~= self.animations.attack) and
(self.current ~= self.animations.attack_up) and
(self.current ~= self.animations.attack_down) then
- self:changeAnimation("walk")
+ self:setAnimation("walk")
end
-- Punching
@@ -262,19 +241,19 @@ function Player:controlpressed(set, action, key)
if isDown(controlset, "up") then
-- Punch up
if self.current ~= self.animations.damage then
- self:changeAnimation("attack_up")
+ self:setAnimation("attack_up")
end
self:hit("up")
elseif isDown(controlset, "down") then
-- Punch down
if self.current ~= self.animations.damage then
- self:changeAnimation("attack_down")
+ self:setAnimation("attack_down")
end
self:hit("down")
else
-- Punch horizontal
if self.current ~= self.animations.damage then
- self:changeAnimation("attack")
+ self:setAnimation("attack")
end
if f == 1 then
self:hit("right")
@@ -299,7 +278,7 @@ function Player:controlreleased(set, action, key)
(isDown(controlset, "left") or isDown(controlset, "right")) and
self.current == self.animations.walk
then
- self:changeAnimation("idle")
+ self:setAnimation("default")
end
end
@@ -317,8 +296,7 @@ function Player:draw(offset_x, offset_y, scale, debug)
local draw_x = (math.floor(x) + offset_x) * scale
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, 15)
+ Animated.draw(self, draw_x, draw_y, self.rotate, self.facing*scale, scale, 12, 15)
-- debug draw
if debug then
for _,fixture in pairs(self.body:getFixtureList()) do
@@ -358,11 +336,18 @@ function Player:drawHUD(x,y,scale,elevation)
end
-- Change animation of `Player`
--- idle, walk, attack, attack_up, attack_down, damage
-function Player:changeAnimation(animation)
- self.frame = 1
- self.delay = Player.delay -- INITIAL from metatable
- self.current = self.animations[animation]
+-- default, walk, attack, attack_up, attack_down, damage
+function Player:nextFrame()
+ local isDown = Controller.isDown
+ local controlset = self:getControlSet()
+ if self.current.repeated or not (self.frame == self.current.frames) then
+ self.frame = (self.frame % self.current.frames) + 1
+ elseif isDown(controlset, "right") or isDown(controlset, "left") then
+ -- If nonrepeatable animation is finished and player is walking
+ self:setAnimation("walk")
+ elseif self.current == self.animations.damage then
+ self:setAnimation("default")
+ end
end
-- Spawn `Effect` relative to `Player`
@@ -425,7 +410,7 @@ function Player:damage(direction)
local x,y = self.body:getLinearVelocity()
self.body:setLinearVelocity(x,0)
self.body:applyLinearImpulse((42+10*self.combo)*horizontal, (68+10*self.combo)*vertical + 15)
- self:changeAnimation("damage")
+ self:setAnimation("damage")
self.combo = math.min(27, self.combo + 1)
self.punchcd = 0.08 + self.combo*0.006
self:playSound(2)