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player.lua
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player = {
x= 30*32,
y= 18*32,
dx= 0,
dy= 0,
speed= 175,
w= 28,
h= 32,
cols= nil,
}
-- animation
player.animationImages =
{
runningSide =
{
"images/playerRunningS0.png",
"images/playerRunningS1.png",
"images/playerRunningS2.png",
"images/playerRunningS3.png"
},
runningFoward =
{
"images/playerRunningF0.png",
"images/playerRunningF1.png",
"images/playerRunningF2.png",
"images/playerRunningF3.png"
},
runningBack =
{
"images/playerRunningB0.png",
"images/playerRunningB1.png",
"images/playerRunningB2.png",
"images/playerRunningB3.png"
},
idle =
{
"images/playerIdle0.png",
"images/playerIdle1.png",
"images/playerIdle2.png"
}
}
player.animtimer = 0
player.animDir = "right"
player.pnum = 1
player.image = love.graphics.newImage(player.animationImages.idle[1])
player.image:setFilter("nearest", "nearest", 1)
local function animation(image, frameconst, dt)
player.image = love.graphics.newImage(image[player.pnum])
player.image:setFilter("nearest", "nearest", 1)
player.animtimer = player.animtimer + dt
if player.animtimer > frameconst then
player.pnum = player.pnum + 1
player.animtimer = 0
end
if player.pnum > #image then
player.pnum = 1
end
end
-- camera
player.cam = {
x=0,
y=0,
width=0,
height=0,
offsetX=224,
offsetY=192,
centerX=0,
centerY=0,
speed=100
}
local function loadCamera()
--[[player.cam.width, player.cam.height = love.graphics.getWidth() - 2*player.cam.offsetX, love.graphics.getHeight()-2*player.cam.offsetY
player.cam.x = cam.x - love.graphics.getWidth() / 2
player.cam.y = cam.y - love.graphics.getHeight() / 2]]
end
local function updateCamera(dt)
local x = cam.x + player.cam.offsetX - love.graphics.getWidth() / 2
local y = cam.y + player.cam.offsetY - love.graphics.getHeight() / 2
local width = love.graphics.getWidth() - player.cam.offsetX*2
local height = love.graphics.getHeight() - player.cam.offsetY*2
local offsetX, offsetY = player.cam.offsetX, player.cam.offsetY
-- player camera logic
if player.y+player.h > y+height+love.graphics.getHeight()/2 then
cam.y = player.y - offsetY - height + player.h
elseif player.y+player.h < y+height/2+offsetY+player.h then
cam.y = player.y - offsetY
end
if player.x+player.w > x+width+love.graphics.getWidth()/2 then
cam.x = player.x - offsetX - width + player.w
elseif player.x+player.w < x+width/2+offsetX+player.w then
cam.x = player.x - offsetX
end
player.cam.x = x
player.cam.y = y
player.cam.width = width
player.cam.height = height
end
-- main sub functions
local function movement(dt)
local lk = love.keyboard
player.dx, player.dy = 0, 0
if lk.isDown("w") then
player.dy = player.dy - player.speed * dt
animation(player.animationImages.runningFoward, 0.2, dt)
player.animDir = "up"
end
if lk.isDown("s") then
player.dy = player.dy + player.speed * dt
animation(player.animationImages.runningBack, 0.2, dt)
player.animDir = "down"
end
if lk.isDown("d") then
player.dx = player.dx + player.speed * dt
animation(player.animationImages.runningSide, 0.175, dt)
player.animDir = "right"
end
if lk.isDown("a") then
player.dx = player.dx - player.speed * dt
animation(player.animationImages.runningSide, 0.175, dt)
player.animDir = "left"
end
if not (lk.isDown("a") or lk.isDown("d") or lk.isDown("s") or lk.isDown("w")) then
animation(player.animationImages.idle, 0.3, dt)
player.animDir = "idle"
end
end
local function collision(dt)
local cols
player.x, player.y, cols = world:move(player, player.x + player.dx, player.y + player.dy)
end
local function drawPlayer()
love.graphics.setColor(255,255,255)
if player.animDir == "left" then
love.graphics.draw(player.image, player.x, player.y, 0, -1, 1, player.w, 0)
else
love.graphics.draw(player.image, player.x, player.y)
end
end
--[[
MAIN FUNCTIONS
**************
]]
function player.LOAD()
world:add(player, player.x, player.y, player.w, player.h)
-- playerLight = lightWorld.newRectangle(player.x+18, player.y+18, player.w-2, player.h-2)
loadCamera()
end
function player.UPDATE(dt)
movement(dt)
collision(dt)
updateCamera(dt)
-- playerLight.setPosition(player.x+16, player.y+16)
end
function player.DRAW()
drawPlayer()
end
function player.KEYPRESSED(key)
if key == "escape" then
love.event.quit()
end
end
function player.KEYRELEASED(key)
if key == "w" or key == "s" or key == "d" or key == "a" then
player.animtimer = 0
player.pnum = 1
end
end