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--- `Hero`
-- Hero (naut) entity that exists in a game world.
-- Collision category: [2]
Hero = {
-- General and physics
name = "empty",
angle = 0,
facing = 1,
max_velocity = 105,
world = --[[not.World]]nil,
-- Combat
combo = 0,
lives = 3,
spawntimer = 2,
alive = true,
punchcd = 0.25,
punchdir = 0, -- a really bad thing
-- Movement
inAir = true,
salto = false,
jumpactive = false,
jumpdouble = true,
jumptimer = 0.16,
jumpnumber = 2,
-- Keys
controlset = nil,
-- Statics
portrait_sprite = nil,
portrait_frame = nil,
portrait_sheet = require "nautsicons",
portrait_box = love.graphics.newQuad( 0, 15, 32,32, 80,130),
sfx = require "sounds",
}
-- `Hero` is a child of `PhysicalBody`.
require "not.PhysicalBody"
Hero.__index = Hero
setmetatable(Hero, PhysicalBody)
-- Constructor of `Hero`.
function Hero:new (game, world, x, y, name)
local o = setmetatable({}, self)
o:init(name, game, x, y)
-- Load portraits statically.
if self.portrait_sprite == nil then
self.portrait_sprite = love.graphics.newImage("assets/portraits.png")
self.portrait_frame = love.graphics.newImage("assets/menu.png")
end
return o
end
-- Initializator of `Hero`.
function Hero:init (name, world, x, y)
-- Find imagePath basing on hero name and call super initializator.
local fileName = name or Hero.name -- INITIAL from metatable
local imagePath = string.format("assets/nauts/%s.png", fileName)
PhysicalBody.init(self, world, x, y, imagePath)
-- TODO: probably should be removed or heavily changed.
self.world = world
self.punchcd = 0
-- TODO: move following lines to PhysicalBody, cut if not needed, refectorize to subfunctions in target class.
local group = -1-#world.Nauts
self.body = love.physics.newBody(world.world, x, y, "dynamic")
self.shape = love.physics.newRectangleShape(10, 16)
self.fixture = love.physics.newFixture(self.body, self.shape, 8)
self.fixture:setUserData(self)
self.fixture:setCategory(2)
self.fixture:setMask(2)
self.fixture:setGroupIndex(group)
self.body:setFixedRotation(true)
-- Actual `Hero` initialization.
self.name = name
self:setAnimationsList(require("animations"))
self:createEffect("respawn")
end
-- Control set managment
function Hero:assignControlSet (set)
self.controlset = set
end
function Hero:getControlSet ()
return self.controlset
end
-- Update callback of `Hero`
-- TODO: Explode this function (method, kek), move controler-related parts to `not.Player`, physics parts to `not.PhysicalBody`.
function Hero:update (dt)
-- hotfix? for destroyed bodies
if self.body:isDestroyed() then return end
-- locals
local x, y = self.body:getLinearVelocity()
local isDown = Controller.isDown
local controlset = self:getControlSet()
-- # VERTICAL MOVEMENT
-- Jumping
if self.jumpactive and self.jumptimer > 0 then
self.body:setLinearVelocity(x,-160)
self.jumptimer = self.jumptimer - dt
end
-- 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
-- # HORIZONTAL MOVEMENT
-- Walking
if isDown(controlset, "left") then
self.facing = -1
self.body:applyForce(-250, 0)
-- Controlled speed limit
if x < -self.max_velocity then
self.body:applyForce(250, 0)
end
end
if isDown(controlset, "right") then
self.facing = 1
self.body:applyForce(250, 0)
-- Controlled speed limit
if x > self.max_velocity then
self.body:applyForce(-250, 0)
end
end
-- Custom linear damping
if not isDown(controlset, "left") and
not isDown(controlset, "right")
then
local face = nil
if x < -12 then
face = 1
elseif x > 12 then
face = -1
else
face = 0
end
self.body:applyForce(40*face,0)
if not self.inAir then
self.body:applyForce(80*face,0)
end
end
Sprite.update(self, dt)
-- # DEATH
-- We all die in the end.
local m = self.world.map
if (self.body:getX() < m.center_x - m.width*1.5 or self.body:getX() > m.center_x + m.width*1.5 or
self.body:getY() < m.center_y - m.height*1.5 or self.body:getY() > m.center_y + m.height*1.5) and
self.alive
then
self:die()
end
-- respawn
if self.spawntimer > 0 then
self.spawntimer = self.spawntimer - dt
end
if self.spawntimer <= 0 and not self.alive and self.lives >= 0 then
self:respawn()
end
-- # PUNCH
-- Cooldown
self.punchcd = self.punchcd - dt
if not self.body:isDestroyed() then -- This is weird
for _,fixture in pairs(self.body:getFixtureList()) do
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
-- Stop vertical
local c,a = self.current, self.animations
if (c == a.attack_up or c == a.attack_down or c == a.attack) and self.frame < c.frames then
if self.punchdir == 0 then
self.body:setLinearVelocity(0,0)
else
self.body:setLinearVelocity(38*self.facing,0)
end
end
if self.punchcd <= 0 and self.punchdir == 1 then
self.punchdir = 0
end
end
-- Controller callbacks
function Hero:controlpressed (set, action, key)
if set ~= self:getControlSet() then return end
local isDown = Controller.isDown
local controlset = self:getControlSet()
-- Jumping
if action == "jump" then
if self.jumpnumber > 0 then
-- General jump logics
self.jumpactive = 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.jumpnumber == 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.jumpnumber = self.jumpnumber - 1
end
end
-- Walking
if (action == "left" or action == "right") and
(self.current ~= self.animations.attack) and
(self.current ~= self.animations.attack_up) and
(self.current ~= self.animations.attack_down) then
self:setAnimation("walk")
end
-- Punching
if action == "attack" and self.punchcd <= 0 then
local f = self.facing
self.salto = false
if isDown(controlset, "up") then
-- Punch up
if self.current ~= self.animations.damage then
self:setAnimation("attack_up")
end
self:hit("up")
elseif isDown(controlset, "down") then
-- Punch down
if self.current ~= self.animations.damage then
self:setAnimation("attack_down")
end
self:hit("down")
else
-- Punch horizontal
if self.current ~= self.animations.damage then
self:setAnimation("attack")
end
if f == 1 then
self:hit("right")
else
self:hit("left")
end
self.punchdir = 1
end
end
end
function Hero:controlreleased (set, action, key)
if set ~= self:getControlSet() then return end
local isDown = Controller.isDown
local controlset = self:getControlSet()
-- Jumping
if action == "jump" then
self.jumpactive = false
self.jumptimer = Hero.jumptimer -- take initial from metatable
end
-- Walking
if (action == "left" or action == "right") and not
(isDown(controlset, "left") or isDown(controlset, "right")) and
self.current == self.animations.walk
then
self:setAnimation("default")
end
end
-- TODO: comment them and place them somewhere properly
function Hero:getAngle ()
return self.angle
end
function Hero:getHorizontalMirror()
return self.facing
end
function Hero:getOffset ()
return 12,15 -- TODO: WHY? How about creating body as polygon and using 0,0 instead. LIKE EVERYWHERE ELSE? Make it obsolete both in here and in `not.Sprite`.
end
-- Draw of `Hero`
-- TODO: see `not.PhysicalBody.draw` and `not.Sprite.draw`.
function Hero:draw (offset_x, offset_y, scale, debug)
if not self.alive then return end
PhysicalBody.draw(self, offset_x, offset_y, scale, debug)
-- debug draw
if debug then
for _,fixture in pairs(self.body:getFixtureList()) do
if fixture:getCategory() == 2 then
love.graphics.setColor(137, 255, 0, 120)
else
love.graphics.setColor(137, 0, 255, 40)
end
love.graphics.polygon("fill", self.world.camera:translatePoints(self.body:getWorldPoints(fixture:getShape():getPoints())))
end
for _,contact in pairs(self.body:getContactList()) do
love.graphics.setColor(255, 0, 0, 255)
love.graphics.setPointSize(scale)
love.graphics.points(self.world.camera:translatePoints(contact:getPositions()))
end
end
end
-- getPosition
function Hero:getPosition ()
return self.body:getPosition()
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.alive then
love.graphics.setColor(255,255,255,255)
love.graphics.draw(self.portrait_frame, self.portrait_box, (x)*scale, (y)*scale, 0, scale, scale)
love.graphics.draw(self.portrait_sprite, self.portrait_sheet[self.name], (x+2)*scale, (y+3)*scale, 0, scale, scale)
local dy = 30 * elevation
love.graphics.setFont(Font)
love.graphics.print((self.combo*10).."%",(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: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 `Hero`
function Hero:createEffect (name)
if name == "trail" or name == "hit" then
-- 16px effect: -7 -7
self.world:createEffect(name, self.body:getX()-8, self.body:getY()-8)
elseif name ~= nil then
-- 24px effect: -12 -15
self.world:createEffect(name, self.body:getX()-12, self.body:getY()-15)
end
end
-- Punch of `Hero`
-- direction: left, right, up, down
-- creates temporary fixture for player's body that acts as sensor; fixture is deleted after time set in UserData[1]; deleted by Hero:update(dt)
function Hero:hit (direction)
-- start cooldown
self.punchcd = Hero.punchcd -- INITIAL from metatable
-- actual punch
local fixture
if direction == "left" then
fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(-2,-6, -20,-6, -20,6, -2,6), 0)
end
if direction == "right" then
fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(2,-6, 20,-6, 20,6, 2,6), 0)
end
if direction == "up" then
fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(-8,-4, -8,-20, 8,-20, 8,-4), 0)
end
if direction == "down" then
fixture = love.physics.newFixture(self.body, love.physics.newPolygonShape(-8,4, -8,20, 8,20, 8,4), 0)
end
fixture:setSensor(true)
fixture:setCategory(3)
fixture:setMask(1,3)
fixture:setGroupIndex(self.fixture:getGroupIndex())
fixture:setUserData({0.08, direction})
-- sound
self:playSound(4)
end
-- Taking damage of `Hero` by successful hit test
-- currently called from World's startContact
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.body:getLinearVelocity()
self.body:setLinearVelocity(x,0)
self.body:applyLinearImpulse((42+10*self.combo)*horizontal, (68+10*self.combo)*vertical + 15)
self:setAnimation("damage")
self.combo = math.min(27, self.combo + 1)
self.punchcd = 0.08 + self.combo*0.006
self:playSound(2)
end
-- DIE
function Hero:die ()
self:playSound(1)
self.combo = Hero.combo -- INITIAL from metatable
self.lives = self.lives - 1
self.alive = false
self.spawntimer = Hero.spawntimer -- INITIAL from metatable
self.body:setActive(false)
self.world:onNautKilled(self)
end
-- And then respawn. Like Jon Snow.
function Hero:respawn ()
self.alive = true
self.body:setLinearVelocity(0,0)
self.body:setPosition(self.world:getSpawnPosition())
self.body:setActive(true)
self:createEffect("respawn")
self:playSound(7)
end
-- Sounds
function Hero:playSound (sfx, force)
if self.alive or force then
local source = love.audio.newSource(self.sfx[sfx])
source:play()
end
end
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