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-- `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 = 0,
lives = 3,
spawntimer = 2,
alive = true,
punchcd = 0,
punchinitial = 0.25,
punchdir = 0, -- a really bad thing
-- Animation
animations = require "animations",
current = nil,
frame = 1,
delay = 0.10,
-- Movement
inAir = true,
salto = false,
jumpactive = false,
jumpdouble = true,
jumptimer = 0.16,
jumpnumber = 2,
down_left = false,
down_right = false,
down_up = false,
down_down = false,
-- Keys
controlset = nil,
-- HUD
portrait_sprite = nil,
portrait_sheet = require "portraits",
-- Sounds
sfx = require "sounds"
}
-- 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 = newImage("assets/nauts/"..o.name..".png")
o.world = game
-- Animation
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
-- Control set managment
function Player:assignControlSet(set)
self.controlset = set
end
function Player:getControlSet()
return self.controlset
end
-- Update callback of `Player`
function Player:update(dt)
-- hotfix? for destroyed bodies
if self.body:isDestroyed() then return end
-- 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.idle) then
self.rotate = (self.rotate + 17 * dt * self.facing) % 360
elseif self.rotate ~= 0 then
self.rotate = 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
-- # ANIMATIONS
-- Animation
self.delay = self.delay - dt
if self.delay < 0 then
self.delay = self.delay + Player.delay -- INITIAL from metatable
-- 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 isDown(controlset, "right") or isDown(controlset, "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(38*self.facing,0)
end
end
if self.punchcd <= 0 and self.punchdir == 1 then
self.punchdir = 0
end
end
-- Controller callbacks
function Player: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
-- 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:changeAnimation("idle")
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:changeAnimation("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:changeAnimation("attack_up")
end
self:hit(-f,-18,4*f,10, 0, -1)
elseif isDown(controlset, "down") then
-- Punch down
if self.current ~= self.animations.damage then
self:changeAnimation("attack_down")
end
self:hit(-4,-2,4,9, 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
function Player: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 = Player.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:changeAnimation("idle")
end
end
-- Draw of `Player`
function Player:draw(offset_x, offset_y, scale, debug)
-- locals
local offset_x = offset_x or 0
local offset_y = offset_y or 0
local scale = scale or 1
local debug = debug or false
local x, y = self:getPosition()
-- pixel grid
local draw_x = (math.floor(x) + offset_x) * scale
local draw_y = (math.floor(y) + offset_y) * scale
-- sprite draw
love.graphics.setColor(255,255,255,255)
love.graphics.draw(self.sprite, self.current[self.frame], draw_x, draw_y, self.rotate, self.facing*scale, 1*scale, 12, 14)
-- debug draw
if debug then
love.graphics.setColor(137, 255, 0, 140)
love.graphics.polygon("fill", self.world.camera:translatePoints(self.body:getWorldPoints(self.shape:getPoints())))
love.graphics.setColor(255,255,255,255)
end
end
-- getPosition
function Player:getPosition()
return self.body:getPosition()
end
-- Draw HUD of `Player`
-- elevation: 1 bottom, 0 top
function Player: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_sprite, self.portrait_sheet[self.name].normal, x*scale, y*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 `Player`
-- idle, walk, attack, attack_up, attack_down, damage
function Player:changeAnimation(animation)
self.frame = 1
self.delay = Player.delay -- INITIAL from metatable
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
-- sound
self:playSound(4)
end
-- Hittest
-- Should be replaced with actual sensor; after moving collision callbacks into Player
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((42+10*self.combo)*horizontal, (68+10*self.combo)*vertical + 15)
self:changeAnimation("damage")
self.combo = math.min(27, self.combo + 1)
self.punchcd = 0.08 + self.combo*0.006
self:playSound(2)
end
-- DIE
function Player:die()
self:playSound(1)
self.combo = Player.combo
self.lives = self.lives - 1
self.alive = false
self.spawntimer = Player.spawntimer
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
-- Sounds
function Player:playSound(sfx)
if self.alive then
local source = love.audio.newSource(self.sfx[sfx])
source:play()
end
end
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