require "not.Hero" --- `Player` -- Special `not.Hero` controllable by a player. -- TODO: move functions and properties related to controls from `not.Hero`. Player = Hero:extends() Player.controllerSet =--[[Controller.sets.*]]nil -- Constructor of `Player`. function Player:new (name, x, y, world) Player.__super.new(self, name, x, y, world) end -- Controller set manipulation. function Player:assignControllerSet (set) self.controllerSet = set end function Player:getControllerSet () return self.controllerSet end -- Check if control of assigned controller is pressed. function Player:isControlDown (control) return Controller.isDown(self:getControllerSet(), control) end -- Update of `Player`. function Player:update (dt) Player.__super.update(self, dt) -- TODO: It would be probably a good idea to add return to update functions to terminate if something goes badly in parent's update. if self.body:isDestroyed() then return end local x, y = self:getLinearVelocity() -- Jumping. if self.isJumping and self.jumpTimer > 0 then self:setLinearVelocity(x,-160) self.jumpTimer = self.jumpTimer - dt end -- Walking. if self:isControlDown("left") then self.facing = -1 self:applyForce(-250, 0) -- Controlled speed limit if x < -self.MAX_VELOCITY then self:applyForce(250, 0) end end if self:isControlDown("right") then self.facing = 1 self:applyForce(250, 0) -- Controlled speed limit if x > self.MAX_VELOCITY then self:applyForce(-250, 0) end end end -- Controller callbacks. function Player:controlpressed (set, action, key) if set ~= self:getControllerSet() then return end self.smoke = false -- TODO: temporary -- Jumping if action == "jump" then if self.jumpCounter > 0 then -- General jump logics self.isJumping = true --self:playSound(6) -- Spawn proper effect if not self.inAir then self:createEffect("jump") else self:createEffect("doublejump") end -- Start salto if last jump if self.jumpCounter == 1 then self.salto = true end -- Animation clear if (self.current == self.animations.attack) or (self.current == self.animations.attack_up) or (self.current == self.animations.attack_down) then self:setAnimation("default") end -- Remove jump self.jumpCounter = self.jumpCounter - 1 end end -- Walking if (action == "left" or action == "right") then self.isWalking = true if (self.current ~= self.animations.attack) and (self.current ~= self.animations.attack_up) and (self.current ~= self.animations.attack_down) then self:setAnimation("walk") end end -- Punching if action == "attack" and self.punchCooldown <= 0 then local f = self.facing self.salto = false if self:isControlDown("up") then -- Punch up if self.current ~= self.animations.damage then self:setAnimation("attack_up") end self:punch("up") elseif self:isControlDown("down") then -- Punch down if self.current ~= self.animations.damage then self:setAnimation("attack_down") end self:punch("down") else -- Punch horizontal if self.current ~= self.animations.damage then self:setAnimation("attack") end if f == 1 then self:punch("right") else self:punch("left") end end end end function Player:controlreleased (set, action, key) if set ~= self:getControllerSet() then return end -- Jumping if action == "jump" then self.isJumping = false self.jumpTimer = Hero.jumpTimer -- take initial from metatable end -- Walking if (action == "left" or action == "right") then if not (self:isControlDown("left") or self:isControlDown("right")) then self.isWalking = false if self.current == self.animations.walk then self:setAnimation("default") end end end end return Player