215 lines
4.9 KiB
Lua
215 lines
4.9 KiB
Lua
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Player = {}
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class("Player").extends(AnimatedSprite)
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local playerImageTable = Graphics.imagetable.new("assets/sprites/player")
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function Player:init(x, y)
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Player.super.init(self, playerImageTable)
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-- Animation properties
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self:addState("run", 1, 7, { tickStep = 2 })
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self:addState("up", 1, 7, { tickStep = 6 })
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self:addState("down", 1, 7, { tickStep = 6 })
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self:addState("boom", 15, 21, { tickStep = 10, loop = false })
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self:setDefaultState("down")
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self:playAnimation()
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-- Collision properties
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self:moveTo(x, y)
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self:setZIndex(10)
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self:setCollideRect(3, 19, 63, 33)
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self:setTag(1)
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-- Physics properties
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self.xVelocity = 0
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self.yVelocity = 0
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self.maxXSpeed = 2
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self.maxYSpeed = 5
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self.fallSpeed = 0.05
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self.maxFallSpeed = 0.4
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-- Player State
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self.touchingGround = false
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self.touchingCeiling = false
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self.touchingWall = false
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Player.dead = false
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Player.bat = 10000
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Player.dischargeRate = 1
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self.cantDown = false
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Player.moveRight = false
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end
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function Player:handleInput()
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if Player.bat <= 0 or Player.dead then
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return
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end
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local crankChange, acceleratedChange = playdate.getCrankChange()
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if playdate.buttonJustReleased(playdate.kButtonLeft) or playdate.buttonJustReleased(playdate.kButtonRight) then
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self.cantDown = false
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end
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if playdate.buttonIsPressed(playdate.kButtonLeft) then
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self:changeToRunState("left")
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self:setRotation(10)
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self.cantDown = true
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Player.moveRight = false
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elseif playdate.buttonIsPressed(playdate.kButtonRight) then
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self:changeToRunState("right")
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self:setRotation(10)
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self.cantDown = true
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Player.moveRight = true
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end
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if crankChange ~= 0 then
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local force = 0.01
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if crankChange > 0 then
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self:changeState("up")
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else
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self:changeState("down")
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force = 0.05
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end
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self.yVelocity = self.yVelocity - acceleratedChange * force
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elseif self.cantDown == false then
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self.cantDown = false
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self:changeToDownState()
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else
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self.yVelocity = self.fallSpeed
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end
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end
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function Player:changeToDownState()
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Player.moveRight = false
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self.yVelocity = self.fallSpeed
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self.xVelocity = 0
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self:changeState("down")
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self:setRotation(0)
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end
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function Player:changeToRunState(direction)
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if direction == "left" then
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self.xVelocity = -self.maxXSpeed
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self.globalFlip = 1
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self:changeState("run")
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elseif direction == "right" then
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self.xVelocity = self.maxXSpeed
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self.globalFlip = 0
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self:changeState("run")
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end
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end
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function Player:handleMovementAndCollisions()
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if Player.dead then
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return
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end
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local xVel = self.xVelocity
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if (self.x < 20 and xVel < 0) or (self.x > 380 and xVel > 0) then -- Screen bounds
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xVel = 0
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end
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local _, _, collisions, length = self:checkCollisions(self.x + xVel, self.y + self.yVelocity)
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self.touchingGround = false
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self.touchingCeiling = false
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self.touchingWall = false
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for i = 1, length do
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local collision = collisions[i]
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local collisionType = collision.type
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local collisionObject = collision.other
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local collisionTag = collisionObject:getTag()
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if collisionType == Graphics.sprite.kCollisionTypeSlide then
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if collision.normal.y == -1 then
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self.touchingGround = true
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elseif collision.normal.y == 1 then
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self.touchingCeiling = true
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end
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if collision.normal.x ~= 0 then
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self.touchingWall = true
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end
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end
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if collisionTag == 3 then -- Ground
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Player.dead = true
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self:changeState("boom")
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return
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elseif collisionTag == 154 then -- Baleba
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Player.dead = true
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self:changeState("boom")
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local particleB = ParticlePoly(self.x, self.y)
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particleB:setThickness(2)
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particleB:setAngular(-15, 15)
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particleB:setSize(1, 2)
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particleB:setSpeed(1, 3)
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particleB:setMode(Particles.modes.STAY)
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particleB:setBounds(0, 0, 400, 240)
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particleB:setColour(Graphics.kColorXOR)
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particleB:add(20)
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collisionObject:remove()
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return
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end
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end
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self:moveTo(self.x + xVel, self.y + self.yVelocity)
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end
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function Player:handleDischarge(state)
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if Player.dead then
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return
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end
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if Player.bat <= 0 then
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Player.bat = 0
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self.fallSpeed = 2
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self:changeToDownState()
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return
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end
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if Player.bat < 5000 then
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self.fallSpeed = self.maxFallSpeed
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end
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if state == "run" then
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Player.dischargeRate = 5
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elseif state == "up" then
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Player.dischargeRate = 10
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else
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Player.dischargeRate = 1
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end
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if self.y < 5 then
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Player.dischargeRate = 20
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end
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Player.bat = Player.bat - Player.dischargeRate
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end
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function Player:update()
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self:updateAnimation()
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self:handleMovementAndCollisions()
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if Player.dead then
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return
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end
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local state = self:getCurrentState()["name"]
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self:handleDischarge(state)
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self:handleInput()
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end
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function Player:isMovingRight()
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return Player.moveRight
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end
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function Player:isDead()
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return Player.dead
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end
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function Player:getBat()
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return Player.bat
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end
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