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player.lua
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player = new_type(2)
player.t_jump_grace = 0
player.t_var_jump = 0
player.var_jump_speed = 0
player.auto_var_jump = false
player.grapple_x = 0
player.grapple_y = 0
player.grapple_dir = 0
player.grapple_hit = nil
player.grapple_wave = 0
player.grapple_boost = false
player.t_grapple_cooldown = 0
player.grapple_retract = false
player.holding = nil
player.wipe_timer = 0
player.finished = false
player.t_grapple_jump_grace = 0
player.t_grapple_pickup = 0
player.state = 0
-- Grapple Functions
--[[
object grapple modes:
0 - no grapple
1 - solid
2 - solid centered
2 - holdable
]]
function player.start_grapple(self)
self.state = 10
self.speed_x = 0
self.speed_y = 0
self.remainder_x = 0
self.remainder_y = 0
self.grapple_x = self.x
self.grapple_y = self.y - 3
self.grapple_wave = 0
self.grapple_retract = false
self.t_grapple_cooldown = 6
self.t_var_jump = 0
if input_x != 0 then
self.grapple_dir = input_x
else
self.grapple_dir = self.facing
end
self.facing = self.grapple_dir
psfx(8, 0, 5)
end
-- 0 = nothing, 1 = hit!, 2 = fail
function player.grapple_check(self, x, y)
local tile = tile_at(flr(x / 8), tile_y(y))
if fget(tile, 1) then
self.grapple_hit = nil
return fget(tile, 2) and 2 or 1
end
for o in all(objects) do
if o.grapple_mode != 0 and o:contains(x, y) then
self.grapple_hit = o
return 1
end
end
return 0
end
-- Helpers
function player.jump(self)
consume_jump_press()
self.state = 0
self.speed_y = -4
self.var_jump_speed = -4
self.speed_x += input_x * 0.2
self.t_var_jump = 4
self.t_jump_grace = 0
self.auto_var_jump = false
self:move_y(self.jump_grace_y - self.y)
psfx(7, 0, 4)
end
function player.bounce(self, x, y)
self.state = 0
self.speed_y = -4
self.var_jump_speed = -4
self.t_var_jump = 4
self.t_jump_grace = 0
self.auto_var_jump = true
self.speed_x += sgn(self.x - x) * 0.5
self:move_y(y - self.y)
end
function player.spring(self, y)
consume_jump_press()
if input_jump then
psfx(17, 2, 3)
else
psfx(17, 0, 2)
end
self.state = 0
self.speed_y = -5
self.var_jump_speed = -5
self.t_var_jump = 6
self.t_jump_grace = 0
self.remainder_y = 0
self.auto_var_jump = false
self.springboard.player = nil
for o in all(objects) do
if o.base == crumble and not o.destroyed and self.springboard:overlaps(o, 0, 4) then
o.breaking = true
psfx(8, 20, 4)
end
end
end
function player.wall_jump(self, dir)
consume_jump_press()
self.state = 0
self.speed_y = -3
self.var_jump_speed = -3
self.speed_x = 3 * dir
self.t_var_jump = 4
self.auto_var_jump = false
self.facing = dir
self:move_x(-dir * 3)
psfx(7, 4, 4)
end
function player.grapple_jump(self)
consume_jump_press()
psfx(17, 2, 3)
self.state = 0
self.t_grapple_jump_grace = 0
self.state = 0
self.speed_y = -3
self.var_jump_speed = -3
self.t_var_jump = 4
self.auto_var_jump = false
self.grapple_retract = true
if abs(self.speed_x) > 4 then
self.speed_x = sgn(self.speed_x) * 4
end
self:move_y(self.grapple_jump_grace_y - self.y)
end
function player.bounce_check(self, obj)
return self.speed_y >= 0 and self.y - self.speed_y < obj.y + obj.speed_y + 4
end
function player.die(self)
self.state = 99
freeze_time = 2
shake = 5
death_count += 1
psfx(14, 16, 16, 120)
end
--[[
hazard types:
0 - not a hazard
1 - general hazard
2 - up-spike
3 - down-spike
4 - right-spike
5 - left-spike
]]
player.hazard_table = {
[1] = function(self) return true end,
[2] = function(self) return self.speed_y >= 0 end,
[3] = function(self) return self.speed_y <= 0 end,
[4] = function(self) return self.speed_x <= 0 end,
[5] = function(self) return self.speed_x >= 0 end
}
function player.hazard_check(self, ox, oy)
ox = ox or 0
oy = oy or 0
for o in all(objects) do
if o.hazard != 0 and self:overlaps(o, ox, oy) and self.hazard_table[o.hazard](self) then
return true
end
end
return false
end
function player.correction_func(self, ox, oy)
return not self:hazard_check(ox, oy)
end
-- Grappled Objects
pull_collide_x = function(self, moved, target)
if self:corner_correct(sgn(target), 0, 4, 2, 0) then
return false
end
return true
end
function player.release_holding(self, obj, x, y, thrown)
obj.held = false
obj.speed_x = x
obj.speed_y = y
obj:on_release(thrown)
psfx(7, 24, 6)
self.holding = nil
end
-- Events
function player.init(self)
self.x += 4
self.y += 8
self.hit_x = -3
self.hit_y = -6
self.hit_w = 6
self.hit_h = 6
self.scarf = {}
for i = 0,4 do
add(self.scarf, { x = self.x, y = self.y })
end
--camera
camera_modes[level.camera_mode](self.x, self.y)
camera_x = camera_target_x
camera_y = camera_target_y
camera(camera_x, camera_y)
end
function player.update(self)
local on_ground = self:check_solid(0, 1)
if on_ground then
self.t_jump_grace = 4
self.jump_grace_y = self.y
else
self.t_jump_grace = max(0, self.t_jump_grace - 1)
end
self.t_grapple_jump_grace = max(self.t_grapple_jump_grace - 1)
if self.t_grapple_cooldown > 0 and self.state < 1 then
self.t_grapple_cooldown -= 1
end
-- grapple retract
if self.grapple_retract then
self.grapple_x = approach(self.grapple_x, self.x, 12)
self.grapple_y = approach(self.grapple_y, self.y - 3, 6)
if self.grapple_x == self.x and self.grapple_y == self.y - 3 then
self.grapple_retract = false
end
end
--[[
player states:
0 - normal
1 - lift
2 - springboard bounce
10 - throw grapple
11 - grapple attached to solid
12 - grapple pulling in holdable
50 - get grapple!!
99 - dead
100 - finished level
]]
if self.state == 0 then
-- normal state
-- facing
if input_x ~= 0 then
self.facing = input_x
end
-- running
local target, accel = 0, 0.2
if abs(self.speed_x) > 2 and input_x == sgn(self.speed_x) then
target,accel = 2, 0.1
elseif on_ground then
target, accel = 2, 0.8
elseif input_x != 0 then
target, accel = 2, 0.4
end
self.speed_x = approach(self.speed_x, input_x * target, accel)
-- gravity
if not on_ground then
local max = btn(3) and 5.2 or 4.4
if abs(self.speed_y) < 0.2 and input_jump then
self.speed_y = min(self.speed_y + 0.4, max)
else
self.speed_y = min(self.speed_y + 0.8, max)
end
end
-- variable jumping
if self.t_var_jump > 0 then
if input_jump or self.auto_var_jump then
self.speed_y = self.var_jump_speed
self.t_var_jump -= 1
else
self.t_var_jump = 0
end
end
-- jumping
if input_jump_pressed > 0 then
if self.t_jump_grace > 0 then
self:jump()
elseif self:check_solid(2) then
self:wall_jump(-1)
elseif self:check_solid(-2) then
self:wall_jump(1)
elseif self.t_grapple_jump_grace > 0 then
self:grapple_jump()
end
end
-- throw holding
if self.holding and not input_grapple and not self.holding:check_solid(0, -2) then
self.holding.y -= 2
if btn(3) then
self:release_holding(self.holding, 2 * self.facing, 0, false)
else
self:release_holding(self.holding, 4 * self.facing, -1, true)
end
end
-- throw grapple
if have_grapple and not self.holding and self.t_grapple_cooldown <= 0 and consume_grapple_press() then
self:start_grapple()
end
elseif self.state == 1 then
-- lift state
hold = self.grapple_hit
hold.x = approach(hold.x, self.x - 4, 4)
hold.y = approach(hold.y, self.y - 14, 4)
if hold.x == self.x - 4 and hold.y == self.y - 14 then
self.state = 0
self.holding = hold
end
elseif self.state == 2 then
-- springboard bounce state
local at_x = approach(self.x, self.springboard.x + 4, 0.5)
self:move_x(at_x - self.x)
local at_y = approach(self.y, self.springboard.y + 4, 0.2)
self:move_y(at_y - self.y)
if self.springboard.spr == 11 and self.y >= self.springboard.y + 2 then
self.springboard.spr = 12
elseif self.y == self.springboard.y + 4 then
self:spring(self.springboard.y + 4)
self.springboard.spr = 11
end
elseif self.state == 10 then
-- throw grapple state
-- grapple movement and hitting stuff
local amount = min(64 - abs(self.grapple_x - self.x), 6)
local grabbed = false
for i = 1, amount do
local hit = self:grapple_check(self.grapple_x + self.grapple_dir, self.grapple_y)
if hit == 0 then
hit = self:grapple_check(self.grapple_x + self.grapple_dir, self.grapple_y - 1)
end
if hit == 0 then
hit = self:grapple_check(self.grapple_x + self.grapple_dir, self.grapple_y + 1)
end
local mode = self.grapple_hit and self.grapple_hit.grapple_mode or 0
if hit == 0 then
self.grapple_x += self.grapple_dir * 2
elseif hit == 1 then
if mode == 2 then
self.grapple_x = self.grapple_hit.x + 4
self.grapple_y = self.grapple_hit.y + 4
elseif mode == 3 then
self.grapple_hit.held = true
grabbed = true
end
self.state = mode == 3 and 12 or 11
self.grapple_wave = 2
self.grapple_boost = false
self.freeze = 2
psfx(14, 0, 5)
break
end
if hit == 2 or (hit == 0 and abs(self.grapple_x - self.x) >= 64) then
psfx(hit == 2 and 7 or 14, 8, 3)
self.grapple_retract = true
self.freeze = 2
self.state = 0
break
end
end
-- grapple wave
self.grapple_wave = approach(self.grapple_wave, 1, 0.2)
self.spr = 3
-- release
if not grabbed and (not input_grapple or abs(self.y - self.grapple_y) > 8) then
self.state = 0
self.grapple_retract = true
psfx(-2)
end
elseif self.state == 11 then
-- grapple attached state
-- start boost
if not self.grapple_boost then
self.grapple_boost = true
self.speed_x = self.grapple_dir * 8
end
-- acceleration
self.speed_x = approach(self.speed_x, self.grapple_dir * 5, 0.25)
self.speed_y = approach(self.speed_y, 0, 0.4)
-- y-correction
if self.speed_y == 0 then
if self.y - 3 > self.grapple_y then
self:move_y(-0.5)
elseif self.y - 3 < self.grapple_y then
self:move_y(0.5)
end
end
-- wall pose
if self.spr != 4 and self:check_solid(self.grapple_dir) then
self.spr = 4
psfx(14, 8, 3)
end
-- jumps
if consume_jump_press() then
if self:check_solid(self.grapple_dir * 2) then
self:wall_jump(-self.grapple_dir)
else
self.grapple_jump_grace_y = self.y
self:grapple_jump()
end
end
-- grapple wave
self.grapple_wave = approach(self.grapple_wave, 0, 0.6)
-- release
if not input_grapple or (self.grapple_hit and self.grapple_hit.destroyed) then
self.state = 0
self.t_grapple_jump_grace = 4
self.grapple_jump_grace_y = self.y
self.grapple_retract = true
self.facing *= -1
if abs(self.speed_x) > 5 then
self.speed_x = sgn(self.speed_x) * 5
elseif abs(self.speed_x) <= 0.5 then
self.speed_x = 0
end
end
-- release if beyond grapple point
if sgn(self.x - self.grapple_x) == self.grapple_dir then
self.state = 0
if self.grapple_hit != nil and self.grapple_hit.grapple_mode == 2 then
self.t_grapple_jump_grace = 4
self.grapple_jump_grace_y = self.y
end
if abs(self.speed_x) > 5 then
self.speed_x = sgn(self.speed_x) * 5
end
end
elseif self.state == 12 then
-- grapple pull state
local obj = self.grapple_hit
-- pull
if obj:move_x(-self.grapple_dir * 6, pull_collide_x) then
self.state = 0
self.grapple_retract = true
obj:on_release(-self.grapple_dir)
obj.held = false
return
else
self.grapple_x = approach(self.grapple_x, self.x, 6)
end
-- y-correct
if obj.y != self.y - 7 then
obj:move_y(sgn(self.y - obj.y - 7) * 0.5)
end
-- grapple wave
self.grapple_wave = approach(self.grapple_wave, 0, 0.6)
-- hold
if self:overlaps(obj) then
self.state = 1
psfx(7, 16, 6)
end
-- release
if not input_grapple or abs(obj.y - self.y + 7) > 8 or sgn(obj.x + 4 - self.x) == -self.grapple_dir then
self.state = 0
self.grapple_retract = true
self:release_holding(obj, -self.grapple_dir * 5, 0, true)
end
elseif self.state == 50 then
-- grapple pickup state
self.speed_y = min(self.speed_y + 0.8, 4.5)
self.speed_x = approach(self.speed_x, 0, 0.2)
if on_ground then
if self.t_grapple_pickup == 0 then music(39) end
if self.t_grapple_pickup == 61 then music(-1) end
if self.t_grapple_pickup == 70 then music(22) end
if self.t_grapple_pickup > 80 then self.state = 0 end
self.t_grapple_pickup += 1
end
elseif self.state == 99 or self.state == 100 then
-- dead / finished state
if self.state == 100 then
self.x += 1
if self.wipe_timer == 5 and level_index > 1 then psfx(17, 24, 9) end
end
self.wipe_timer += 1
if self.wipe_timer > 20 then
if self.state == 99 then restart_level() else next_level() end
end
return
end
-- apply
self:move_x(self.speed_x, self.on_collide_x)
self:move_y(self.speed_y, self.on_collide_y)
-- holding
if self.holding then
self.holding.x = self.x - 4
self.holding.y = self.y - 14
end
-- sprite
if self.state == 50 and self.t_grapple_pickup > 0 then
self.spr = 5
elseif self.state != 11 then
if not on_ground then
self.spr = 3
elseif input_x != 0 then
self.spr += 0.25
self.spr = 2 + self.spr % 2
else
self.spr = 2
end
end
-- object interactions
for o in all(objects) do
if o.base == grapple_pickup and self:overlaps(o) then
--grapple pickup
o.destroyed = true
have_grapple = true
psfx(7, 12, 4)
self.state = 50
elseif o.base == bridge and not o.falling and self:overlaps(o) then
--falling bridge tile
o.falling = true
self.freeze = 1
shake = 2
psfx(8, 16, 4)
elseif o.base == snowball and not o.held then
--snowball
if self:bounce_check(o) and o:bounce_overlaps(self) then
self:bounce(o.x + 4, o.y)
psfx(17, 0, 2)
o.freeze = 1
o.speed_y = -1
o:hurt()
elseif o.speed_x != 0 and o.thrown_timer <= 0 and self:overlaps(o) then
self:die()
return
end
elseif o.base == springboard and self.state != 2 and not o.held and self:overlaps(o) and self:bounce_check(o) then
--springboard
self.state = 2
self.speed_x = 0
self.speed_y = 0
self.t_jump_grace = 0
self.springboard = o
self.remainder_y = 0
o.player = self
self:move_y(o.y + 4 - self.y)
elseif o.base == berry and self:overlaps(o) then
--berry
o:collect(self)
elseif o.base == crumble and not o.breaking then
--crumble
if self.state == 0 and self:overlaps(o, 0, 1) then
o.breaking = true
psfx(8, 20, 4)
elseif self.state == 11 then
if self:overlaps(o, self.grapple_dir) or self:overlaps(o, self.grapple_dir, 3) or self:overlaps(o, self.grapple_dir, -2) then
o.breaking = true
psfx(8, 20, 4)
end
end
elseif o.base == checkpoint and level_checkpoint != o.id and self:overlaps(o) then
level_checkpoint = o.id
psfx(8, 24, 6, 20)
end
end
-- death
if self.state < 99 and (self.y > level.height * 8 + 16 or self:hazard_check()) then
if level_index == 1 and self.x > level.width * 8 - 64 then
self.state = 100
self.wipe_timer = -15
else
self:die()
end
return
end
-- bounds
if self.y < -16 then
self.y = -16
self.speed_y = 0
end
if self.x < 3 then
self.x = 3
self.speed_x = 0
elseif self.x > level.width * 8 - 3 then
if level.right_edge then
self.x = level.width * 8 - 3
self.speed_x = 0
else
self.state = 100
end
end
-- intro bridge music
if current_music == levels[1].music and self.x > 61 * 8 then
current_music = 37
music(37)
psfx(17, 24, 9)
end
-- ending music
if level_index == 8 then
if current_music != 40 and self.y > 40 then
current_music = 40
music(40)
end
if self.y > 376 then show_score += 1 end
if show_score == 120 then music(38) end
end
-- camera
camera_modes[level.camera_mode](self.x, self.y, on_ground)
camera_x = approach(camera_x, camera_target_x, 5)
camera_y = approach(camera_y, camera_target_y, 5)
camera(camera_x, camera_y)
end
function player.on_collide_x(self, moved, target)
if self.state == 0 then
if sgn(target) == input_x and self:corner_correct(input_x, 0, 2, 2, -1, self.correction_func) then
return false
end
elseif self.state == 11 then
if self:corner_correct(self.grapple_dir, 0, 4, 2, 0, self.correction_func) then
return false
end
end
return object.on_collide_x(self, moved, target)
end
function player.on_collide_y(self, moved, target)
if target < 0 and self:corner_correct(0, -1, 2, 1, input_x, self.correction_func) then
return false
end
self.t_var_jump = 0
return object.on_collide_y(self, moved, target)
end
function player.draw(self)
-- death fx
if self.state == 99 then
local e = self.wipe_timer / 10
local dx = mid(camera_x, self.x, camera_x + 128)
local dy = mid(camera_y, self.y - 4, camera_y + 128)
if e <= 1 then
for i=0,7 do
circfill(dx + cos(i / 8) * 32 * e, dy + sin(i / 8) * 32 * e, (1 - e) * 8, 10)
end
end
return
end
-- scarf
local last = { x = self.x - self.facing,y = self.y - 3 }
for i=1,#self.scarf do
local s = self.scarf[i]
-- approach last pos with an offset
s.x += (last.x - s.x - self.facing) / 1.5
s.y += ((last.y - s.y) + sin(i * 0.25 + time()) * i * 0.25) / 2
-- don't let it get too far
local dx = s.x - last.x
local dy = s.y - last.y
local dist = sqrt(dx * dx + dy * dy)
if dist > 1.5 then
local nx = (s.x - last.x) / dist
local ny = (s.y - last.y) / dist
s.x = last.x + nx * 1.5
s.y = last.y + ny * 1.5
end
-- fill
rectfill(s.x, s.y, s.x, s.y, 10)
rectfill((s.x + last.x) / 2, (s.y + last.y) / 2, (s.x + last.x) / 2, (s.y + last.y) / 2, 10)
last = s
end
-- grapple
if self.state >= 10 and self.state <= 12 then
draw_sine_h(self.x, self.grapple_x, self.y - 3, 7, 2 * self.grapple_wave, 6, 0.08, 6)
end
-- retracting grapple
if self.grapple_retract then
line(self.x, self.y - 2, self.grapple_x, self.grapple_y + 1, 1)
line(self.x, self.y - 3, self.grapple_x, self.grapple_y, 7)
end
-- sprite
spr(self.spr, self.x - 4, self.y - 8, 1, 1, self.facing ~= 1)
if self.state == 50 and self.t_grapple_pickup > 0 then
spr(20, self.x - 4, self.y - 18)
for i=0,16 do
local s = sin(time() * 4 + i/16)
local c = cos(time() * 4 + i/16)
local ty = self.y - 14
line(self.x + s * 16, ty + c * 16, self.x + s * 40, ty + c * 40, 7)
end
end
end