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
|
-- `Player`
-- Entity controlled by a player. It has a physical body and a sprite. Can play animations and interact with other instances of the same class.
-- Collision category: [2]
-- WHOLE CODE HAS FLAG OF "need a cleanup"
-- Metatable of `Player`
-- nils initialized in constructor
Player = {
-- General and physics
name = "empty",
body = nil,
shape = nil,
fixture = nil,
sprite = nil,
rotate = 0, -- "angle" would sound better
facing = 1,
max_velocity = 105,
world = nil, -- game world
-- Combat
combo = 1,
lives = 3,
spawntimer = 0,
alive = true,
punchcd = 0,
punchinitial = 0.25,
punchdir = 0, -- a really bad thing
-- Animation
animations = require "animations",
current = nil,
frame = 1,
delay = 0.10,
initial = nil,
-- Movement
inAir = true,
salto = false,
jumpactive = false,
jumpdouble = true,
jumptimer = 0.14,
-- Keys
controller = nil,
controller_empty = {isDown = function () return false end},
-- HUD
portrait_sprite = nil,
portrait_sheet = require "portraits"
}
-- Constructor of `Player`
function Player:new (game, world, x, y, name)
-- Meta
local o = {}
setmetatable(o, self)
self.__index = self
-- Physics
o.body = love.physics.newBody(world, x, y, "dynamic")
o.shape = love.physics.newRectangleShape(10, 17)
o.fixture = love.physics.newFixture(o.body, o.shape, 8)
o.fixture:setUserData(o)
o.fixture:setCategory(2)
o.fixture:setMask(2)
o.body:setFixedRotation(true)
-- Misc
o.name = name or "empty"
o.sprite = love.graphics.newImage("assets/"..o.name..".png")
o.world = game
-- Animation
o.initial = o.delay
o.current = o.animations.idle
o:createEffect("respawn")
-- Portrait load for first object created
if self.portrait_sprite == nil then
self.portrait_sprite = love.graphics.newImage("assets/portraits.png")
end
return o
end
-- Destructor of `Player`
function Player:delete()
-- body deletion is handled by world deletion
self.sprite = nil
end
function Player:assignController(controller)
self.controller = controller or nil
controller:setParent(self)
end
function Player:getController()
if self.controller ~= nil then
return self.controller
else
return self.controller_empty
end
end
-- Update callback of `Player`
function Player:update (dt)
-- # VERTICAL MOVEMENT
-- Jumping
if self.jumpactive and self.jumptimer > 0 then
local x,y = self.body:getLinearVelocity()
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.idle) then
self.rotate = (self.rotate + 17 * dt * self.facing) % 360
elseif self.rotate ~= 0 then
self.rotate = 0
end
-- # HORIZONTAL MOVEMENT
-- Walking
local x,y = self.body:getLinearVelocity()
local controller = self:getController()
if controller:isDown("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 controller:isDown("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 controller:isDown("left") and
not controller:isDown("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
-- # ANIMATIONS
-- Animation
self.delay = self.delay - dt
if self.delay < 0 then
self.delay = self.delay + self.initial
-- Thank you De Morgan!
if self.current.repeated or not (self.frame == self.current.frames) then
self.frame = (self.frame % self.current.frames) + 1
elseif controller:isDown("right") or controller:isDown("left") then
-- If nonrepeatable animation is finished and player is walking
self:changeAnimation("walk")
elseif self.current == self.animations.damage then
self:changeAnimation("idle")
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
-- 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(32*self.facing,0)
end
end
if self.punchcd <= 0 and self.punchdir == 1 then
self.punchdir = 0
end
end
-- Keypressed callback (I think?) of `Player`
function Player:controllerPressed (key)
local controller = self:getController()
-- Jumping
if key == "jump" then
if not self.inAir then
self:createEffect("jump")
self.jumpactive = true
if (self.current == self.animations.attack) or
(self.current == self.animations.attack_up) or
(self.current == self.animations.attack_down) then
self:changeAnimation("idle")
end
elseif self.jumpdouble then
self:createEffect("doublejump")
self.jumpactive = true
self.jumpdouble = false
self.salto = true
end
end
-- Walking
if key == "left" or key == "right" then
self:changeAnimation("walk")
end
-- Punching
if key == "attack" and self.punchcd <= 0 then
local f = self.facing
self.salto = false
if controller:isDown("up") then
-- Punch up
if self.current ~= self.animations.damage then
self:changeAnimation("attack_up")
end
self:hit(2*f,-10,3*f,7, 0, -1)
elseif controller:isDown("down") then
-- Punch down
if self.current ~= self.animations.damage then
self:changeAnimation("attack_down")
end
self:hit(-4,-2,4,7, 0, 1)
else
-- Punch horizontal
if self.current ~= self.animations.damage then
self:changeAnimation("attack")
end
self:hit(2*f,-4,8*f,4, f, 0)
self.punchdir = 1
end
end
end
-- Keyreleased callback (I think?) of `Player`
function Player:controllerReleased (key)
local controller = self:getController()
-- Jumping
if key == "jump" then
self.jumpactive = false
self.jumptimer = 0.12
end
-- Walking
if (key == "left" or key == "right") and not
(controller:isDown("left") or controller:isDown("right")) and
self.current == self.animations.walk
then
self:changeAnimation("idle")
end
end
-- Draw of `Player`
function Player:draw (offset_x, offset_y, scale, debug)
-- defaults
local offset_x = offset_x or 0
local offset_y = offset_y or 0
local scale = scale or 1
local debug = debug or false
-- sprite draw
love.graphics.setColor(255,255,255,255)
love.graphics.draw(self.sprite, self.current[self.frame], (self.body:getX()+offset_x)*scale, (self.body:getY()+offset_y)*scale, self.rotate, self.facing*scale, 1*scale, 12, 15)
-- debug draw
if debug then
love.graphics.setColor(50, 255, 50, 100)
love.graphics.polygon("fill", self.world.camera:translatePoints(self.body:getWorldPoints(self.shape:getPoints())))
love.graphics.setColor(255,255,255,255)
end
end
-- Draw HUD of `Player`
-- elevation: 1 bottom, 0 top
function Player:drawHUD (x,y,scale,elevation)
love.graphics.setColor(255,255,255,255)
love.graphics.draw(self.portrait_sprite, self.portrait_sheet[self.name].normal, x*scale, y*scale, 0, scale, scale)
local dy = 30 * elevation
love.graphics.print(self.combo.."0x",(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
-- Change animation of `Player`
-- idle, walk, attack, attack_up, attack_down, damage
function Player:changeAnimation(animation)
self.frame = 1
self.delay = self.initial
self.current = self.animations[animation]
end
-- Spawn `Effect` relative to `Player`
function Player: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 `Player`
-- offset_x, offset_y, step_x, step_y, vector_x, vector_y
function Player:hit (ox, oy, sx, sy, vx, vy)
-- start cooldown
self.punchcd = self.punchinitial
-- actual punch
for k,n in pairs(self.world.Nauts) do
if n ~= self then
if self:testHit(n, ox, oy, sx, sy) then
n:damage(vx, vy)
end
end
end
end
-- Hittest
function Player:testHit (target, ox, oy, sx, sy)
local x, y = self.body:getPosition()
for v=0,2 do
for h=0,2,1+v%2 do
if target.fixture:testPoint(x+ox+h*sx, y+oy+v*sy) then return true end
end
end
return false
end
-- Taking damage of `Player` by successful hit test
function Player:damage (horizontal, vertical)
self:createEffect("hit")
local x,y = self.body:getLinearVelocity()
self.body:setLinearVelocity(x,0)
self.body:applyLinearImpulse((32+12*self.combo)*horizontal, (68+10*self.combo)*vertical + 15)
self:changeAnimation("damage")
self.combo = math.min(20, self.combo + 1)
end
-- DIE
function Player:die ()
self.combo = 1
self.lives = self.lives - 1
self.alive = false
self.spawntimer = 1
self.body:setActive(false)
self.world:onNautKilled(self)
end
-- And then respawn. Like Jon Snow.
function Player:respawn ()
self.alive = true
self.body:setLinearVelocity(0,0)
self.body:setPosition(self.world:getSpawnPosition())
self.body:setActive(true)
self:createEffect("respawn")
end
|