255 lines
6.1 KiB
Lua
255 lines
6.1 KiB
Lua
Player = {}
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class("Player").extends(NobleSprite)
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function Player:init(x, y)
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Player.super.init(self, "assets/sprites/player", true)
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-- Animation properties
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self.animation:addState("run", 8, 14)
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self.animation.run.frameDuration = 2
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self.animation:addState("up", 1, 7)
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self.animation.up.frameDuration = 6
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self.animation:addState("down", 1, 7)
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self.animation.down.frameDuration = 6
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self.animation:addState("boom", 15, 21)
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self.animation.boom.frameDuration = 10
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self.animation.boom.loop = false
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self.animation:setState("down")
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self:add()
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-- Collision properties
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self:setSize(64, 64)
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self:moveTo(x, y)
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self:setZIndex(ZIndex.player)
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self:setGroups(CollideGroups.player)
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self:setCollidesWithGroups(
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{
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CollideGroups.enemy,
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CollideGroups.wall
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})
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self:setCollideRect(3, 19, 60, 33)
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self:setTag(1)
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-- Physics properties
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self.fallSpeed = 0.05
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self.xVelocity = -0.5
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self.yVelocity = self.fallSpeed
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self.maxXSpeed = 2
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self.maxYSpeed = 5
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self.acceleration = 0.05
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self.friction = 0.95
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self.yInertia = 0
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self.maxFallSpeed = 0.7
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self.frictionAccel = 0.3
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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.fullBat = 10000
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Player.bat = Player.fullBat
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Player.dischargeRate = 1
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Player.moveRight = false
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self.lastDirection = nil
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self.targetDone = 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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-- X velocity
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if not playdate.buttonIsPressed(playdate.kButtonLeft) and not playdate.buttonIsPressed(playdate.kButtonRight) then
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self.xVelocity = self.xVelocity * self.friction
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Player.moveRight = false
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self.animation:setState("down")
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end
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local isChangingDirection = false
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if playdate.buttonIsPressed(playdate.kButtonLeft) then
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if self.lastDirection == "right" then
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isChangingDirection = true
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end
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self:changeToRunState("left")
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self.lastDirection = "left"
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self.xVelocity = self.xVelocity - self.acceleration
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elseif playdate.buttonIsPressed(playdate.kButtonRight) then
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if self.lastDirection == "left" then
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isChangingDirection = true
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end
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self:changeToRunState("right")
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Player.moveRight = true
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self.lastDirection = "right"
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self.xVelocity = self.xVelocity + self.acceleration
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end
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if isChangingDirection then
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self.xVelocity = self.xVelocity * self.frictionAccel
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end
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-- Y velocity
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if crankChange ~= 0 then
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if crankChange > 0 then
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self.animation:setState("up")
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else
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self.animation:setState("down")
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end
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self.yInertia = self.yInertia - (acceleratedChange * 0.007)
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else
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self.yInertia = self.yInertia * self.friction
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end
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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.animation.direction = Noble.Animation.DIRECTION_LEFT
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self.animation:setState("run")
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elseif direction == "right" then
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self.animation.direction = Noble.Animation.DIRECTION_RIGHT
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self.animation:setState("run")
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end
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end
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function Player:boom(collisionObject)
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Player.dead = true
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self.animation:setState("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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if collisionObject then
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collisionObject:remove()
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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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local yVel = self.yVelocity + self.yInertia + self.fallSpeed
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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 + yVel)
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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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self:boom()
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return
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elseif collisionTag == 154 then -- Baleba
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--self:boom(collisionObject)
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return
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elseif collisionTag == 2 then -- Tank
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self:boom()
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BigBoom()
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self.targetDone = true
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local particleC = ParticlePoly(collisionObject.x, collisionObject.y)
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particleC:setThickness(5)
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particleC:setAngular(-15, 15)
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particleC:setSize(1, 10)
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particleC:setSpeed(1, 3)
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particleC:setMode(Particles.modes.STAY)
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particleC:setBounds(0, 0, 400, 240)
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particleC:setColour(Graphics.kColorXOR)
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particleC:add(50)
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collisionObject:fadeout()
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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 + yVel)
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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.animation:setState("down")
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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 Player.bat < 3000 then
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self.frictionAccel = 0.4
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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:handleMovementAndCollisions()
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if Player.dead then
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return
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end
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self:handleDischarge(self.animation.currentName)
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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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