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
|
-- `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 = "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)
-- 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 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()
if love.keyboard.isDown(self.key_left) then
self.facing = -1
self.body:applyForce(-200, 0)
-- Controlled speed limit
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)
-- Controlled speed limit
if x > self.max_velocity then
self.body:applyForce(-200, 0)
end
end
-- Custom linear damping
if not self.inAir and
not love.keyboard.isDown(self.key_left) and
not love.keyboard.isDown(self.key_right)
then
local face = nil
if x < -12 then
face = 1
elseif x > 12 then
face = -1
else
face = 0
end
self.body:applyForce(120*face,0)
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
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.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
-- 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 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.body:getWorldPoints(self.shape:getPoints()))
love.graphics.setColor(255,255,255,255)
love.graphics.points(self.body:getX()+12*self.facing,self.body:getY()-2)
love.graphics.points(self.body:getX()+ 6*self.facing,self.body:getY()+2)
love.graphics.points(self.body:getX()+18*self.facing,self.body:getY()+2)
love.graphics.points(self.body:getX()+12*self.facing,self.body:getY()+6)
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`
-- REWORK NEEDED
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:applyLinearImpulse(10*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((34+12*self.combo)*horizontal, (50+10*self.combo)*vertical + 15)
self:changeAnimation("damage")
end
|