summaryrefslogtreecommitdiffhomepage
path: root/player.lua
blob: eaabac57b70b35ef27e1add98e9229e04b2c462d (plain)
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
-- `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,
	world = nil, -- game world
	lives = 3,
	spawntimer = 0,
	alive = true,
	-- 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 (game, 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.fixture:setUserData(o)
	o.fixture:setCategory(2)
	o.fixture:setMask(2)
	o.body:setFixedRotation(true)
	-- Misc
	o.sprite = love.graphics.newImage(spritesheet)
	o.world  = game
	-- Animation
	o.initial = o.delay
	o.current = o.animations.idle
	o:createEffect("respawn")
	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
	
	-- # DEATH
	-- We all die in the end.
	if (self.body:getX() < -600 or self.body:getX() > 780  or
	    self.body:getY() < -800 or self.body:getY() > 500) 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
end

-- Keypressed callback (I think?) of `Player`
function Player:keypressed (key)
	-- Jumping
	if key == self.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
		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 (I think?) 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 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.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

-- Spawn `Effect` relative to `Player`
function Player:createEffect(name)
	if name == "trail" or name == "hit" then
		-- 16px effect: -6 -7
		self.world:createEffect(name, self.body:getX()-6, self.body:getY()-7)
	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`
-- REWORK NEEDED Issue #8
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(self.world.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)
			end
		end
	end
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((34+12*self.combo)*horizontal, (50+10*self.combo)*vertical + 15)
	self:changeAnimation("damage")
	self.combo = math.min(10, self.combo + 1)
end

-- DIE
function Player:die ()
	self.combo = 1
	self.lives = self.lives - 1
	self.alive = false
	self.spawntimer = 1
end

-- And then respawn. Like Jon Snow.
function Player:respawn ()
	self.alive = true
	self.body:setLinearVelocity(0,0)
	self.body:setPosition(290/2, 180/2-80)
	self:createEffect("respawn")
end