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-- `Player`
-- Collision category: [2]
-- Metatable of `Player`
-- nils initialized in constructor
Player = {
-- General and physics
name = "Player",
body = nil,
shape = nil,
fixture = nil,
sprite = nil,
rotate = 0, -- "angle" would sound better
facing = 1,
max_velocity = 105,
combo = 1,
-- Animation
animations = require "animations",
current = nil,
frame = 1,
delay = 0.10,
initial = nil,
-- Movement
inAir = true,
jumpactive = false,
jumpdouble = true,
jumptimer = 0.14,
-- Keys
key_jump = "rshift",
key_left = "left",
key_right = "right",
key_up = "up",
key_down = "down",
key_hit = "return" -- don't ask
}
-- Constructor of `Player`
function Player:new(world, x, y, spritesheet)
-- 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.sprite = love.graphics.newImage(spritesheet)
o.fixture:setUserData(o)
o.fixture:setCategory(2)
o.fixture:setMask(2)
o.body:setFixedRotation(true)
o.body:setLinearDamping(0.1)
print(o.body.mass)
-- Animation
o.initial = o.delay
o.current = o.animations.idle
return o
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 not self.jumpdouble and self.inAir then
self.rotate = (self.rotate + 17 * dt * self.facing) % 360
else
self.rotate = 0
end
-- HORIZONTAL MOVEMENT
-- Walking
local x,y = self.body:getLinearVelocity()
if love.keyboard.isDown(self.key_left) then
self.facing = -1
self.body:applyForce(-200, 0)
if x < -self.max_velocity then
self.body:applyForce(200, 0)
end
end
if love.keyboard.isDown(self.key_right) then
self.facing = 1
self.body:applyForce(200, 0)
if x > self.max_velocity then
self.body:applyForce(-200, 0)
end
end
-- Limit `Player` horizontal speed
-- Maximum speed may be actually a little bit higher or lower
--[[
local x,y = self.body:getLinearVelocity()
if x > self.max_velocity then
self.body:setLinearVelocity(self.max_velocity, y)
end
if x < -self.max_velocity then
self.body:setLinearVelocity(-self.max_velocity, y)
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 love.keyboard.isDown(self.key_right) or
love.keyboard.isDown(self.key_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
end
-- Keypressed callback of `Player`
function Player:keypressed(key)
-- Jumping
if key == self.key_jump then
if not self.inAir then
self.jumpactive = true
elseif self.jumpdouble then
self.jumpactive = true
self.jumpdouble = false
end
end
-- Walking
if key == self.key_left or key == self.key_right then
self:changeAnimation("walk")
end
-- Punching
if key == self.key_hit then
-- Punch up
if love.keyboard.isDown(self.key_up) then
self:hit(0, -1)
-- Punch down
elseif love.keyboard.isDown(self.key_down) and self.inAir then
self:hit(0, 1)
-- Punch horizontal
else
self:hit(self.facing, 0)
end
end
end
-- Keyreleased callback of `Player`
function Player:keyreleased(key)
-- Jumping
if key == self.key_jump then
self.jumpactive = false
self.jumptimer = 0.12
end
-- Walking
if (key == self.key_left or key == self.key_right) and not
(love.keyboard.isDown(self.key_left) or love.keyboard.isDown(self.key_right)) and
self.current == self.animations.walk
then
self:changeAnimation("idle")
end
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
-- Punch of `Player`
function Player:hit(horizontal, vertical)
if vertical == -1 then
self:changeAnimation("attack_up")
elseif vertical == 1 then
self:changeAnimation("attack_down")
else
self:changeAnimation("attack")
self.body:applyForce(800*self.facing, 0)
end
for k,n in pairs(Nauts) do
if n ~= self then
local didHit = false
if n.fixture:testPoint(self.body:getX()+12*horizontal,self.body:getY()-2) then
didHit = true
end
if n.fixture:testPoint(self.body:getX()+7*horizontal,self.body:getY()+2) then
didHit = true
end
if n.fixture:testPoint(self.body:getX()+17*horizontal,self.body:getY()+2) then
didHit = true
end
if n.fixture:testPoint(self.body:getX()+12*horizontal,self.body:getY()+6) then
didHit = true
end
if didHit then
n:damage(horizontal, vertical)
n.combo = n.combo + 1
print(n.combo)
end
end
end
end
-- Taking damage of `Player` by successful hit test
function Player:damage(horizontal, vertical)
self.body:applyLinearImpulse((10+10*self.combo)*horizontal, (50+10*self.combo)*vertical + 15)
self:changeAnimation("damage")
end
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