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Player.lua
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--[[
Represents our player in the game, with its own sprite.
]]
Player = Class{}
local WALKING_SPEED = 140
local JUMP_VELOCITY = 400
function Player:init(map)
self.victory = false
self.x = 0
self.y = 0
self.width = 16
self.height = 20
-- offset from top left to center to support sprite flipping
self.xOffset = 8
self.yOffset = 10
-- reference to map for checking tiles
self.map = map
self.texture = love.graphics.newImage('graphics/blue_alien.png')
-- sound effects
self.sounds = {
['jump'] = love.audio.newSource('sounds/jump.wav', 'static'),
['hit'] = love.audio.newSource('sounds/hit.wav', 'static'),
['coin'] = love.audio.newSource('sounds/coin.wav', 'static')
}
-- animation frames
self.frames = {}
-- current animation frame
self.currentFrame = nil
-- used to determine behavior and animations
self.state = 'idle'
-- determines sprite flipping
self.direction = 'left'
-- x and y velocity
self.dx = 0
self.dy = 0
-- position on top of map tiles
self.y = map.tileHeight * ((map.mapHeight - 2) / 2) - self.height
self.x = map.tileWidth * 10
-- initialize all player animations
self.animations = {
['idle'] = Animation({
texture = self.texture,
frames = {
love.graphics.newQuad(0, 0, 16, 20, self.texture:getDimensions())
}
}),
['walking'] = Animation({
texture = self.texture,
frames = {
love.graphics.newQuad(128, 0, 16, 20, self.texture:getDimensions()),
love.graphics.newQuad(144, 0, 16, 20, self.texture:getDimensions()),
love.graphics.newQuad(160, 0, 16, 20, self.texture:getDimensions()),
love.graphics.newQuad(144, 0, 16, 20, self.texture:getDimensions()),
},
interval = 0.15
}),
['jumping'] = Animation({
texture = self.texture,
frames = {
love.graphics.newQuad(32, 0, 16, 20, self.texture:getDimensions())
}
})
}
-- initialize animation and current frame we should render
self.animation = self.animations['idle']
self.currentFrame = self.animation:getCurrentFrame()
-- behavior map we can call based on player state
self.behaviors = {
['idle'] = function(dt)
-- add spacebar functionality to trigger jump state
if love.keyboard.wasPressed('space') then
self.dy = -JUMP_VELOCITY
self.state = 'jumping'
self.animation = self.animations['jumping']
self.sounds['jump']:play()
elseif love.keyboard.isDown('left') then
self.direction = 'left'
self.dx = -WALKING_SPEED
self.state = 'walking'
self.animations['walking']:restart()
self.animation = self.animations['walking']
elseif love.keyboard.isDown('right') then
self.direction = 'right'
self.dx = WALKING_SPEED
self.state = 'walking'
self.animations['walking']:restart()
self.animation = self.animations['walking']
else
self.dx = 0
end
end,
['walking'] = function(dt)
-- keep track of input to switch movement while walking, or reset
-- to idle if we're not moving
if love.keyboard.wasPressed('space') then
self.dy = -JUMP_VELOCITY
self.state = 'jumping'
self.animation = self.animations['jumping']
self.sounds['jump']:play()
elseif love.keyboard.isDown('left') then
self.direction = 'left'
self.dx = -WALKING_SPEED
elseif love.keyboard.isDown('right') then
self.direction = 'right'
self.dx = WALKING_SPEED
else
self.dx = 0
self.state = 'idle'
self.animation = self.animations['idle']
end
-- check for collisions moving left and right
self:checkRightCollision()
self:checkLeftCollision()
-- check if there's a tile directly beneath us
if not self.map:collides(self.map:tileAt(self.x, self.y + self.height)) and
not self.map:collides(self.map:tileAt(self.x + self.width - 1, self.y + self.height)) then
-- if so, reset velocity and position and change state
self.state = 'jumping'
self.animation = self.animations['jumping']
end
end,
['jumping'] = function(dt)
-- break if we go below the surface
if self.y > 300 then
return
end
if love.keyboard.isDown('left') then
self.direction = 'left'
self.dx = -WALKING_SPEED
elseif love.keyboard.isDown('right') then
self.direction = 'right'
self.dx = WALKING_SPEED
end
-- apply map's gravity before y velocity
self.dy = self.dy + self.map.gravity
-- check if there's a tile directly beneath us
if self.map:collides(self.map:tileAt(self.x, self.y + self.height)) or
self.map:collides(self.map:tileAt(self.x + self.width - 1, self.y + self.height)) then
-- if so, reset velocity and position and change state
self.dy = 0
self.state = 'idle'
self.animation = self.animations['idle']
self.y = (self.map:tileAt(self.x, self.y + self.height).y - 1) * self.map.tileHeight - self.height
end
-- check for collisions moving left and right
self:checkRightCollision()
self:checkLeftCollision()
end
}
end
function Player:update(dt)
self.behaviors[self.state](dt)
self.animation:update(dt)
self.currentFrame = self.animation:getCurrentFrame()
self.x = self.x + self.dx * dt
if self.map:nextLevel(self.map:tileAt(self.x +self.width/2, self.y+self.height/2)) then --or self.map:nextLevel(self.map:tileAt(self.x+self.width, self.y)) or self.map:nextLevel(self.map:tileAt(self.x, self.y + self.height)) or self.map:nextLevel(self.map:tileAt(self.x +self.width/2, self.y+self.height/2)) then
self.map.music:stop()
self.map:init()
self.victory = true
end
self:calculateJumps()
-- apply velocity
self.y = self.y + self.dy * dt
end
-- jumping and block hitting logic
function Player:calculateJumps()
-- if we have negative y velocity (jumping), check if we collide
-- with any blocks above us
if self.dy < 0 then
if self.map:tileAt(self.x, self.y).id ~= TILE_EMPTY or
self.map:tileAt(self.x + self.width - 1, self.y).id ~= TILE_EMPTY then
-- reset y velocity
self.dy = 0
-- change block to different block
local playCoin = false
local playHit = false
if self.map:tileAt(self.x, self.y).id == JUMP_BLOCK then
self.map:setTile(math.floor(self.x / self.map.tileWidth) + 1,
math.floor(self.y / self.map.tileHeight) + 1, JUMP_BLOCK_HIT)
playCoin = true
else
playHit = true
end
if self.map:tileAt(self.x + self.width - 1, self.y).id == JUMP_BLOCK then
self.map:setTile(math.floor((self.x + self.width - 1) / self.map.tileWidth) + 1,
math.floor(self.y / self.map.tileHeight) + 1, JUMP_BLOCK_HIT)
playCoin = true
else
playHit = true
end
if playCoin then
self.sounds['coin']:play()
elseif playHit then
self.sounds['hit']:play()
end
end
end
end
-- checks two tiles to our left to see if a collision occurred
function Player:checkLeftCollision()
if self.dx < 0 then
-- check if there's a tile directly beneath us
if self.map:collides(self.map:tileAt(self.x - 1, self.y)) or
self.map:collides(self.map:tileAt(self.x - 1, self.y + self.height - 1)) then
-- if so, reset velocity and position and change state
self.dx = 0
self.x = self.map:tileAt(self.x - 1, self.y).x * self.map.tileWidth
end
end
end
-- checks two tiles to our right to see if a collision occurred
function Player:checkRightCollision()
if self.dx > 0 then
-- check if there's a tile directly beneath us
if self.map:collides(self.map:tileAt(self.x + self.width, self.y)) or
self.map:collides(self.map:tileAt(self.x + self.width, self.y + self.height - 1)) then
-- if so, reset velocity and position and change state
self.dx = 0
self.x = (self.map:tileAt(self.x + self.width, self.y).x - 1) * self.map.tileWidth - self.width
end
end
end
function Player:render()
local scaleX
-- set negative x scale factor if facing left, which will flip the sprite
-- when applied
if self.direction == 'right' then
scaleX = 1
else
scaleX = -1
end
-- draw sprite with scale factor and offsets
love.graphics.draw(self.texture, self.currentFrame, math.floor(self.x + self.xOffset),
math.floor(self.y + self.yOffset), 0, scaleX, 1, self.xOffset, self.yOffset)
end