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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
function Player:isJumping ()
return self:isControlDown("jump")
end
function Player:isWalkingLeft ()
return self:isControlDown("left")
end
function Player:isWalkingRight ()
return self:isControlDown("right")
end
-- Controller callbacks.
function Player:controlpressed (set, action, key)
if set ~= self:getControllerSet() then return end
self.smoke = false -- TODO: temporary
-- Punching
if action == "attack" and self.punchCooldown <= 0 then
local f = self.facing
if self:isControlDown("up") then
self:punch("up")
elseif self:isControlDown("down") then
self:punch("down")
else
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.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
if self.current == self.animations.walk then
self:setAnimation("default")
end
end
end
end
return Player
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