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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 = 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",
-- 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 = 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(-f,-18,4*f,10, 0, -1)
elseif controller:isDown("down") then
-- Punch down
if self.current ~= self.animations.damage then
self:changeAnimation("attack_down")
end
self:hit(-4,-2,4,9, 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
-- 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
-- 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)
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
-- sound
self:playSound(4)
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)
self.punchcd = 0.08
self:playSound(2)
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)
self:playSound(1)
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)
local source = love.audio.newSource(self.sfx[sfx])
source:play()
end
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