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@ -9,7 +9,8 @@ function Player:init(x, y, 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("run", 8,14, {tickStep = 2})
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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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@ -63,10 +64,12 @@ function Player:handleGroundInput(state)
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if pd.buttonIsPressed(pd.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 pd.buttonIsPressed(pd.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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@ -93,6 +96,7 @@ function Player:changeToDownState()
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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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@ -108,7 +112,17 @@ function Player:changeToRunState(direction)
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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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local _
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local collisions
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local length = 0
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if self.x >= 20 and self.x <= 380 then
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_, _, collisions, length = self:moveWithCollisions(self.x + self.xVelocity, self.y + self.yVelocity)
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elseif self.x == 380 then
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self.x = 380
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else
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self.x = 20
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end
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self.touchingGround = false
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self.touchingCeiling = false
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