189 lines
4.5 KiB
Lua
189 lines
4.5 KiB
Lua
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local pd <const> = playdate
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local gfx <const> = playdate.graphics
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class('Player').extends(AnimatedSprite)
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function Player:init(x, y, gameManager)
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self.gameManager = gameManager
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local playerImageTable = gfx.imagetable.new("sprites/player-table-48-48")
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Player.super.init(self, playerImageTable)
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self:addState("run", 8,14, {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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-- Sprite 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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self:changeState("down")
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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 = 0.4
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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:handleGroundInput(state)
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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 change, acceleratedChange = playdate.getCrankChange()
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if pd.buttonJustReleased(pd.kButtonLeft) or pd.buttonJustReleased(pd.kButtonRight) then
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self.cantDown = false
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end
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if pd.buttonIsPressed(pd.kButtonLeft) then
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self:changeToRunState("left")
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self.cantDown = true
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Player.moveRight = false
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elseif pd.buttonIsPressed(pd.kButtonRight) then
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self:changeToRunState("right")
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self.cantDown = true
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Player.moveRight = true
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end
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if change ~= 0 then
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local force = 0.01
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if change > 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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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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local _, _, collisions, length = self:moveWithCollisions(self.x + self.xVelocity, 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 == gfx.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
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Player.dead = true
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self:changeState("boom")
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-- elseif collisionTag == TAGS.Pickup then
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-- collisionObject:pickUp(self)
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end
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end
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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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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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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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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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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:handleGroundInput(state)
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self:handleMovementAndCollisions()
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end
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