inertia and refactor

This commit is contained in:
assada 2024-06-03 00:31:15 +03:00
parent 3ca6427583
commit 4f6d0a6c24
Signed by: assada
GPG Key ID: D4860A938E541F06
9 changed files with 94 additions and 54 deletions

View File

@ -3,5 +3,6 @@
## TODO:
- [ ] Menu audio
- [ ] Tags, zOffset from constants
- [x] Tags, zOffset from constants
- [ ] Add global game state (?)
- [x] Add inertia to the player

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@ -19,7 +19,9 @@ ZIndex = {
props = 3,
fx = 6,
ui = 10,
alert = 12
alert = 12,
ground = 100,
flash = 101
}
CollideGroups = {
player = 1,

View File

@ -45,6 +45,8 @@ end
function scene:start()
scene.super.start(self)
playdate.ui.crankIndicator:draw() -- not sure why this is not working
self.optionsMenu:addMenuItem("Main Menu", function() Noble.transition(Menu) end)
Noble.showFPS = true
end
@ -52,22 +54,22 @@ end
function scene:spawnBaleba()
local balebaCount = #scene.balebas
if balebaCount >= 6 then
scene.balebaSpawner:remove()
return
end
scene.balebas[balebaCount + 1] = Baleba(math.random(410, 900), math.random(10, 210), scene.player, true)
return scene.balebas[balebaCount + 1]
--scene.balebas[balebaCount + 1] = Baleba(math.random(410, 900), math.random(10, 210), scene.player, true)
end
function scene:enter()
scene.super.enter(self)
scene.player = Player(150, 100)
scene.ground = Ground(0, 225, scene.player)
scene.balebaSpawner.timerEndedCallback = function()
--scene.balebas[k] = scene:spawnBaleba()
scene:spawnBaleba()
end
for i = 1, 3 do
@ -107,7 +109,11 @@ function scene:update()
playdate.timer.performAfterDelay(4000, function()
scene.resultShowed = true
c = notify("Nice", function()
local message = "You failed!"
if scene.player.targetDone then
message = "You did it!"
end
c = notify(message, function()
Noble.transition(Menu)
c:remove()
end)

View File

@ -15,10 +15,15 @@ function Baleba:init(x, y, player, loop)
self.animation:setState("run")
-- Collision properties
self:setZIndex(11)
self:setZIndex(ZIndex.enemy)
self:setCollideRect(3, 25, 40, 15)
self:setTag(154)
self:setSize(64, 64)
self:setGroups(CollideGroups.enemy)
self:setCollidesWithGroups(
{
CollideGroups.player
})
-- Sprite properties
self.standrate = randomFloat(0.3, 2)

View File

@ -12,7 +12,7 @@ function BigBoom:init()
self:playAnimation()
self:setCenter(0, 0)
self:setSize(playdate.display.getSize())
self:setZIndex(120)
self:setZIndex(ZIndex.flash)
self:moveTo(0, 0)

View File

@ -12,7 +12,7 @@ function Danger:init(x, y, dangerousObject)
self.animation:setState("run")
-- Collision properties
self:setZIndex(11)
self:setZIndex(ZIndex.alert)
self:setTag(7)
self:setSize(64, 64)

View File

@ -5,9 +5,14 @@ function Ground:init(x, y, player)
Ground.super.init(self, "assets/sprites/groundFin")
-- Collision properties
self:setZIndex(100)
self:setZIndex(ZIndex.ground)
self:setTag(3)
self:setGroups(CollideGroups.wall)
self:setCollideRect(0, 28, 800, 10)
self:setCollidesWithGroups(
{
CollideGroups.player
})
self:setSize(800, 32)
-- Main properties

View File

@ -5,7 +5,7 @@ function Player:init(x, y)
Player.super.init(self, "assets/sprites/player", true)
-- Animation properties
self.animation:addState("run", 1, 7)
self.animation:addState("run", 8, 14)
self.animation.run.frameDuration = 2
self.animation:addState("up", 1, 7)
self.animation.up.frameDuration = 6
@ -22,17 +22,27 @@ function Player:init(x, y)
-- Collision properties
self:setSize(64, 64)
self:moveTo(x, y)
self:setZIndex(10)
self:setCollideRect(3, 19, 63, 33)
self:setZIndex(ZIndex.player)
self:setGroups(CollideGroups.player)
self:setCollidesWithGroups(
{
CollideGroups.enemy,
CollideGroups.wall
})
self:setCollideRect(3, 19, 60, 33)
self:setTag(1)
-- Physics properties
self.fallSpeed = 0.05
self.xVelocity = 0
self.yVelocity = 0
self.yVelocity = self.fallSpeed
self.maxXSpeed = 2
self.maxYSpeed = 5
self.fallSpeed = 0.05
self.maxFallSpeed = 0.4
self.acceleration = 0.05
self.friction = 0.95
self.yInertia = 0
self.maxFallSpeed = 0.7
self.frictionAccel = 0.3
-- Player State
self.touchingGround = false
@ -41,8 +51,9 @@ function Player:init(x, y)
Player.dead = false
Player.bat = 10000
Player.dischargeRate = 1
self.cantDown = false
Player.moveRight = false
self.lastDirection = nil
self.targetDone = false
end
function Player:handleInput()
@ -52,54 +63,53 @@ function Player:handleInput()
local crankChange, acceleratedChange = playdate.getCrankChange()
if playdate.buttonJustReleased(playdate.kButtonLeft) or playdate.buttonJustReleased(playdate.kButtonRight) then
self.cantDown = false
end
if playdate.buttonIsPressed(playdate.kButtonLeft) then
self:changeToRunState("left")
self:setRotation(10)
self.cantDown = true
-- X velocity
if not playdate.buttonIsPressed(playdate.kButtonLeft) and not playdate.buttonIsPressed(playdate.kButtonRight) then
self.xVelocity = self.xVelocity * self.friction
Player.moveRight = false
elseif playdate.buttonIsPressed(playdate.kButtonRight) then
self:changeToRunState("right")
self:setRotation(10)
self.cantDown = true
Player.moveRight = true
end
local isChangingDirection = false
if playdate.buttonIsPressed(playdate.kButtonLeft) then
if self.lastDirection == "right" then
isChangingDirection = true
end
self:changeToRunState("left")
self.lastDirection = "left"
self.xVelocity = self.xVelocity - self.acceleration
elseif playdate.buttonIsPressed(playdate.kButtonRight) then
if self.lastDirection == "left" then
isChangingDirection = true
end
self:changeToRunState("right")
Player.moveRight = true
self.lastDirection = "right"
self.xVelocity = self.xVelocity + self.acceleration
end
if isChangingDirection then
self.xVelocity = self.xVelocity * self.frictionAccel
end
-- Y velocity
if crankChange ~= 0 then
local force = 0.01
if crankChange > 0 then
self.animation:setState("up")
else
self.animation:setState("down")
force = 0.05
end
self.yVelocity = self.yVelocity - acceleratedChange * force
elseif self.cantDown == false then
self.cantDown = false
self:changeToDownState()
self.yInertia = self.yInertia - (acceleratedChange * 0.007)
else
self.yVelocity = self.fallSpeed
self.yInertia = self.yInertia * self.friction
self.animation:setState("down")
end
end
function Player:changeToDownState()
Player.moveRight = false
self.yVelocity = self.fallSpeed
self.xVelocity = 0
self.animation:setState("down")
self:setRotation(0)
end
function Player:changeToRunState(direction)
if direction == "left" then
self.xVelocity = -self.maxXSpeed
self.animation.direction = Noble.Animation.DIRECTION_LEFT
self.animation:setState("run")
elseif direction == "right" then
self.xVelocity = self.maxXSpeed
self.animation.direction = Noble.Animation.DIRECTION_RIGHT
self.animation:setState("run")
end
@ -129,12 +139,13 @@ function Player:handleMovementAndCollisions()
end
local xVel = self.xVelocity
local yVel = self.yVelocity + self.yInertia + self.fallSpeed
if (self.x < 20 and xVel < 0) or (self.x > 380 and xVel > 0) then -- Screen bounds
xVel = 0
end
local _, _, collisions, length = self:checkCollisions(self.x + xVel, self.y + self.yVelocity)
local _, _, collisions, length = self:checkCollisions(self.x + xVel, self.y + yVel)
self.touchingGround = false
self.touchingCeiling = false
@ -161,12 +172,13 @@ function Player:handleMovementAndCollisions()
self:boom()
return
elseif collisionTag == 154 then -- Baleba
-- self:boom(collisionObject)
self:boom(collisionObject)
return
elseif collisionTag == 2 then -- Tank
self:boom()
BigBoom()
self.targetDone = true
local particleC = ParticlePoly(collisionObject.x, collisionObject.y)
particleC:setThickness(5)
particleC:setAngular(-15, 15)
@ -180,7 +192,8 @@ function Player:handleMovementAndCollisions()
return
end
end
self:moveTo(self.x + xVel, self.y + self.yVelocity)
self:moveTo(self.x + xVel, self.y + yVel)
end
function Player:handleDischarge(state)
@ -190,7 +203,7 @@ function Player:handleDischarge(state)
if Player.bat <= 0 then
Player.bat = 0
self.fallSpeed = 2
self:changeToDownState()
self.animation:setState("down")
return
end
@ -198,6 +211,10 @@ function Player:handleDischarge(state)
self.fallSpeed = self.maxFallSpeed
end
if Player.bat < 3000 then
self.frictionAccel = 0.4
end
if state == "run" then
Player.dischargeRate = 5
elseif state == "up" then
@ -216,7 +233,6 @@ end
function Player:update()
self:handleMovementAndCollisions()
if Player.dead then
print("Player is dead")
return
end

View File

@ -16,9 +16,14 @@ function Tank:init(x, y, player, ground)
Graphics.popContext()
-- Collision properties
self:setZIndex(99)
self:setZIndex(ZIndex.enemy)
self:setTag(2)
self:setCollideRect(4, 56, 147, 65)
self:setGroups(CollideGroups.enemy)
self:setCollidesWithGroups(
{
CollideGroups.player
})
-- Main properties
Tank.moveSpeed = 2