1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
|
--- `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,
group = 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
-- Initializer of `Hero`.
function Hero:init (name, world, x, y)
-- Find imagePath based on hero name.
local fileName = name or Hero.name -- INITIAL from metatable
local imagePath = string.format("assets/nauts/%s.png", fileName)
-- `PhysicalBody` initialization.
PhysicalBody.init(self, world, x, y, imagePath)
self:setBodyType("dynamic")
self:setBodyFixedRotation(true)
self.group = -1-#world.Nauts
-- Main fixture initialization.
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)
-- Actual `Hero` initialization.
self.world = world
self.punchcd = 0
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)
PhysicalBody.update(self, dt)
-- 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
-- # 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)
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:goToNextFrame ()
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.group)
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
|