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|
--- `Hero`
-- Hero (often referred to as: "naut") entity that exists in a game world.
-- Collision category: [2]
Hero = require "not.PhysicalBody":extends()
-- Few are left...
Hero.sfx = require "config.sounds"
Hero.QUAD_FRAME = love.graphics.newQuad(0, 15, 32,32, 80,130)
Hero.IMAGE_PORTRAITS = nil
Hero.IMAGE_FRAME = nil
Hero.MAX_VELOCITY = 105
Hero.RESPAWN_TIME = 2
Hero.PUNCH_COOLDOWN = 0.25
Hero.PUNCH_FIXTURE_LIFETIME = 0.08
Hero.PUNCH_LEFT = {-2,-6, -20,-6, -20,6, -2,6}
Hero.PUNCH_RIGHT = {2,-6, 20,-6, 20,6, 2,6}
Hero.PUNCH_UP = {-8,-4, -8,-20, 8,-20, 8,-4}
Hero.PUNCH_DOWN = {-8,4, -8,20, 8,20, 8,4}
Hero.JUMP_TIMER = 0.16
Hero.JUMP_COUNT = 2
-- TODO: Portrait managment in Hero and config passed from Menu should be reviewed!
-- TODO: Clean-up, see `menus/select`.
function Hero:new (config, x, y, world)
local imagePath = config.image
Hero.load()
Hero.__super.new(self, x, y, world, imagePath)
-- Physics
self.group = -1-#world:getNautsAll()
self:setBodyType("dynamic")
self:setBodyFixedRotation(true)
self:newFixture()
-- General
self.config = config
self.world = world
self.angle = 0
self.facing = 1
-- Status
self.combo = 0
self.lives = 3
self.inAir = true
self.salto = false
self.smoke = false
self.isAlive = true
self.spawntimer = 2
self.jumpTimer = Hero.JUMP_TIMER
self.jumpCounter = Hero.JUMP_COUNT
self.punchCooldown = 0
-- TODO: Pass loaded portrait from menu to Hero.
self.portrait = love.graphics.newImage(config.portrait)
self:setAnimations(require("config.animations.hero"))
-- Post-creation
self:createEffect("respawn")
end
-- TODO: This is temporarily called by constructor.
function Hero.load ()
if Hero.IMAGE_PORTRAITS == nil then
Hero.IMAGE_FRAME = love.graphics.newImage("assets/menu.png")
end
end
--- Creates hero's fixture and adds it to physical body.
function Hero:newFixture ()
local fixture = self:addFixture({-5,-8, 5,-8, 5,8, -5,8}, 8)
fixture:setUserData(self)
fixture:setCategory(2)
fixture:setMask(2)
fixture:setGroupIndex(self.group)
end
--- Called each game iteration.
-- @param dt time since last iteration
-- TODO: Cut this method into smaller parts.
function Hero:update (dt)
Hero.__super.update(self, dt)
if self.body:isDestroyed() then
return
end
self:dampVelocity(dt)
-- Salto
if self.salto and (self.current == self.animations.walk or self.current == self.animations.default) then
self.angle = (self.angle + 17 * dt * self.facing) % 360
elseif self.angle ~= 0 then
self.angle = 0
end
-- Death
-- TODO: World/Map function for testing if Point is inside playable area.
local m = self.world.map
local x, y = self:getPosition()
if (x < m.center.x - m.width*1.5 or x > m.center.x + m.width*1.5 or
y < m.center.y - m.height*1.5 or y > m.center.y + m.height*1.5) and
self.isAlive
then
self:die()
end
-- Respawn
if self.spawntimer > 0 then
self.spawntimer = self.spawntimer - dt
end
if self.spawntimer <= 0 and not self.isAlive and self.lives >= 0 then
self:respawn()
end
-- Trail
-- TODO: lower the frequency of spawning - currently it is each frame.
if self.smoke and self.inAir then
local dx, dy = love.math.random(-5, 5), love.math.random(-5, 5)
self:createEffect("trail", dx, dy)
end
-- Punch cooldown
self.punchCooldown = self.punchCooldown - dt
if not self.body:isDestroyed() then -- TODO: This is weird
for _,fixture in pairs(self.body:getFixtures()) do -- TODO: getFixtures from `PhysicalBody` or similar.
if fixture:getUserData() ~= self then
fixture:setUserData({fixture:getUserData()[1] - dt, fixture:getUserData()[2]})
if fixture:getUserData()[1] < 0 then
fixture:destroy()
end
end
end
end
-- Walking
-- TODO: Walking is still not satisfactiory. Think of way to improve it.
if self:isWalking() then
if not self._already_walking then
self._already_walking = true
self:onWalkingStarted()
end
else
if self._already_walking then
self._already_walking = false
self:onWalkingStopped()
end
end
if self:isWalkingLeft() then
self:walk(-1)
end
if self:isWalkingRight() then
self:walk(1)
end
-- Set predefined velocity when attack animations are playing
local currentAnimation = self:getAnimation()
if self.frame < currentAnimation.frames then
if currentAnimation == self.animations.attack_up or currentAnimation == self.animations.attack_down then
self:setLinearVelocity(0, 0)
end
if currentAnimation == self.animations.attack then
self:setLinearVelocity(38*self.facing, 0)
end
end
-- Jumping
if self:isJumping() then
if self.jumpTimer > 0 then
if not self._jumping then
self._jumping = true
self:onJumpStarted()
end
if self.jumpCounter == 0 or self.jumpCounter == 1 then
local x = self:getLinearVelocity()
self:setLinearVelocity(x,-160)
self.jumpTimer = self.jumpTimer - dt
end
end
else
if self._jumping then
self._jumping = false
self:onJumpStopped()
end
end
end
function Hero:walk (face)
local x, y = self:getLinearVelocity()
self.facing = face
self:applyForce(250 * face, 0)
if x > self.MAX_VELOCITY then
self:applyForce(-250, 0)
end
if x < -self.MAX_VELOCITY then
self:applyForce(250, 0)
end
end
--- Damps linear velocity every frame by applying minor force to body.
function Hero:dampVelocity (dt)
if not self:isWalking() then
local face
local x, y = self:getLinearVelocity()
if x < -12 then
face = 1
elseif x > 12 then
face = -1
else
face = 0
end
self:applyForce(40*face,0)
if not self.inAir then
self:applyForce(80*face,0)
end
end
end
--- Called each time Hero starts walking.
-- Is not called when direction of walking is changed.
function Hero:onWalkingStarted ()
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
--- Called when Hero stops walking.
-- Is not called when direction of walking is changed.
function Hero:onWalkingStopped ()
if not (self:isControlDown("left") or self:isControlDown("right")) then
if self.current == self.animations.walk then
self:setAnimation("default")
end
end
end
function Hero:onJumpStarted ()
self.smoke = false
if self.jumpCounter == 1 then
self.salto = true
end
self.jumpCounter = self.jumpCounter - 1
if self.jumpCounter > 0 then
if not self.inAir then
self:createEffect("jump")
else
self:createEffect("doublejump")
end
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
end
end
function Hero:onJumpStopped ()
self.jumpTimer = Hero.JUMP_TIMER
end
function Hero:draw (debug)
if not self.isAlive then return end
Hero.__super.draw(self, debug)
if debug then
local x, y = self:getPosition()
love.graphics.setColor(255, 50, 50)
love.graphics.setFont(Font)
local msg = string.format("%d %s %s", self.jumpCounter, tostring(self.jumpTimer > 0), tostring(self:isJumping()))
love.graphics.print(msg, x + 10, y)
end
end
-- TODO: Hero@drawTag's printf is not readable.
function Hero:drawTag ()
local x,y = self:getPosition()
love.graphics.setFont(Font)
love.graphics.setColor(1, 1, 1)
love.graphics.printf(string.format("Player %d", math.abs(self.group)), math.floor(x), math.floor(y)-26 ,100,'center',0,1,1,50,0)
end
-- Draw HUD of `Hero`
-- elevation: 1 bottom, 0 top
function Hero:drawHUD (x,y,scale,elevation)
-- hud displays only if player is alive
if self.isAlive then
love.graphics.setColor(1, 1, 1, 1)
love.graphics.draw(self.IMAGE_FRAME, self.QUAD_FRAME, (x)*scale, (y)*scale, 0, scale, scale)
love.graphics.draw(self.portrait, (x+2)*scale, (y+3)*scale, 0, scale, scale)
local dy = 30 * elevation
love.graphics.setFont(Font)
love.graphics.print((self.combo).."%",(x+2)*scale,(y-3+dy)*scale,0,scale,scale)
love.graphics.print(math.max(0, self.lives),(x+24)*scale,(y-3+dy)*scale,0,scale,scale)
end
end
-- Change animation of `Hero`
-- default, walk, attack, attack_up, attack_down, damage
function Hero:goToNextFrame ()
if self.current.repeated or not (self.frame == self.current.frames) then
self.frame = (self.frame % self.current.frames) + 1
elseif self:isWalking() then
self:setAnimation("walk")
elseif self.current == self.animations.damage then
self:setAnimation("default")
end
end
-- Spawn `Effect` relative to `Hero`
function Hero:createEffect (name, dx, dy)
local x, y = self.body:getX()-12, self.body:getY()-15
if dx then
x = x + dx
end
if dy then
y = y + dy
end
self.world:createEffect(name, x, y)
end
-- Called by World when Hero starts contact with Platform (lands).
function Hero:land ()
self.inAir = false
self.jumpCounter = Hero.JUMP_COUNT
self.salto = false
self.smoke = false
self:createEffect("land")
end
function Hero:getAngle ()
return self.angle
end
function Hero:getHorizontalMirror ()
return self.facing
end
function Hero:getOffset ()
return 12,15
end
function Hero:isJumping ()
return false
end
function Hero:isWalking ()
return self:isWalkingLeft() or self:isWalkingRight()
end
function Hero:isWalkingLeft ()
return false
end
function Hero:isWalkingRight ()
return false
end
-- Creates temporary fixture for hero's body that acts as sensor.
-- direction: ("left", "right", "up", "down")
-- Sensor fixture is deleted after time set in UserData[1]; deleted by `not.Hero.update`.
-- TODO: While it's good that punch animation changes are here, it is still bad. There is too much similar code in this method.
function Hero:punch (direction)
self.punchCooldown = Hero.PUNCH_COOLDOWN
self.salto = false
self.smoke = false
local shape
if direction == "left" then
shape = Hero.PUNCH_LEFT
if self.current ~= self.animations.damage then
self:setAnimation("attack")
end
end
if direction == "right" then
shape = Hero.PUNCH_RIGHT
if self.current ~= self.animations.damage then
self:setAnimation("attack")
end
end
if direction == "up" then
shape = Hero.PUNCH_UP
if self.current ~= self.animations.damage then
self:setAnimation("attack_up")
end
end
if direction == "down" then
shape = Hero.PUNCH_DOWN
if self.current ~= self.animations.damage then
self:setAnimation("attack_down")
end
end
-- Create and set sensor fixture.
local fixture = self:addFixture(shape, 0)
fixture:setSensor(true)
fixture:setCategory(3)
fixture:setMask(1)
fixture:setGroupIndex(self.group)
fixture:setUserData({Hero.PUNCH_FIXTURE_LIFETIME, direction})
self:playSound(4)
end
-- Taking damage of `Hero` by successful hit test
-- currently called from World's startContact
-- TODO: attack functions needs to be renamed, because even I have problems understanding them.
function Hero:damage (direction)
local horizontal, vertical = 0, 0
if direction == "left" then
horizontal = -1
end
if direction == "right" then
horizontal = 1
end
if direction == "up" then
vertical = -1
end
if direction == "down" then
vertical = 1
end
self:createEffect("hit")
local x,y = self:getLinearVelocity()
self:setLinearVelocity(x,0)
self:applyLinearImpulse((42+self.combo)*horizontal, (68+self.combo)*vertical + 15)
self:setAnimation("damage")
self.combo = math.min(999, self.combo + 10)
self.punchCooldown = 0.08 + self.combo*0.0006
self:playSound(2)
if self.combo > 80 then
self.smoke = true
end
end
-- DIE
function Hero:die ()
self:playSound(1)
self.combo = 0
self.lives = self.lives - 1
self.isAlive = false
self.spawntimer = Hero.RESPAWN_TIME
self:setBodyActive(false)
self.world:onNautKilled(self)
end
-- And then respawn. Like Jon Snow.
function Hero:respawn ()
self.isAlive = true
self.salto = false
self.smoke = false
self:setLinearVelocity(0,0)
self:setPosition(self.world:getSpawnPosition()) -- TODO: I'm not convinced about getting new position like this.
self:setBodyActive(true)
self:createEffect("respawn")
self:playSound(7)
end
-- Sounds
-- TODO: Possibly export to nonexistent SoundEmitter class. Can be used by World (Stage), too.
function Hero:playSound (sfx, force)
if self.isAlive or force then
local source = love.audio.newSource(self.sfx[sfx])
source:play()
end
end
return Hero
|