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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
-- 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
self.punchdir = 1
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
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