uh yeah i keep forgetting ab pushing these. sorry.

This commit is contained in:
lustlion
2022-01-18 00:14:54 +01:00
parent dd2debc0bd
commit 5a266d6b3a
73 changed files with 405 additions and 274 deletions

View File

@@ -28,13 +28,7 @@ function Arrow:Smart()
end
function Arrow:HandleAnimation()
self.body:Draw(
self.pos.x - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
self.pos.y - Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
self.sprite_rotation,
self.sprite_scale.x * self.sprite_flip.x,
self.sprite_scale.y * self.sprite_flip.y
)
self:Draw(self.body)
end
function Arrow:DoPhysics()

View File

@@ -0,0 +1,33 @@
Decoration = Entity:New(x,y)
function Decoration:New(x,y,animation,lightRange)
local o = Entity:New(x,y)
o.pos = {x = x, y = y}
-- animations
o.body = Animation:New(animation)
o:centerOffset(o.body)
o:getBoundingBox(o.body)
if lightRange ~= nil then
o.lightRange = lightRange
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange,nil,60/6)
end
setmetatable(o, self)
self.__index = self
return o
end
function Decoration:Smart()
end
function Decoration:HandleAnimation()
self.body:Animate()
self:Draw(self.body)
end
function Decoration:DoPhysics()
end

View File

@@ -0,0 +1,64 @@
Fairy = Entity:New(x,y)
function Fairy:New(x,y)
local o = Entity:New(x,y)
o.pos = {x = x, y = y}
o.speed = 0.23
o.range = 20
o.target = {x = x, y = y}
-- animations
o.body = Animation:New(animation.fairy.flying)
o:centerOffset(o.body)
o:getBoundingBox(o.body)
o.lightRange = 1155
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
setmetatable(o, self)
self.__index = self
return o
end
function Fairy:Smart()
self.light.pos.x = self.pos.x-self.target_offset.x
self.light.pos.y = self.pos.y-self.target_offset.y
self.target.x = main_Player.pos.x - main_Player.target_offset.x
self.target.y = main_Player.pos.y - main_Player.target_offset.y - 10
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
local angle = GetAngleFromVector(distance_x,distance_y)
if distance < self.range then
self.vel.x = 0
self.vel.y = 0
else
self.vel.x = math.cos(angle)*self.speed*distance/(8*game.scale)
self.vel.y = math.sin(angle)*self.speed*distance/(8*game.scale)
end
end
function Fairy:HandleAnimation()
self.body:Animate()
--if self:isCollidingWith(main_Player) then self.sprite_tint = {1,0,0} else self.sprite_tint = {1,1,1} end
self:Draw(self.body)
end
function Fairy:DoPhysics()
local random_x = math.random(-0.04,0.04)
local random_y = math.random(-0.04,0.04)
self.vel.x = self.vel.x + random_x
self.vel.y = self.vel.y + random_y
-- move
if not self:isCollidingAt(self.pos.x + self.vel.x, self.pos.y, objects.collisions) then
self.pos.x = self.pos.x + self.vel.x
end
if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, objects.collisions) then
self.pos.y = self.pos.y + self.vel.y
end
end

View File

@@ -25,7 +25,7 @@ Kupo = Entity:New(x,y)
o.bow_aim_frames = 8
o.hostile = true
o.lightRange = o.range/10
o.lightRange = o.range/2
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
setmetatable(o, self)
@@ -35,23 +35,17 @@ Kupo = Entity:New(x,y)
end
function Kupo:Smart()
self.light.pos.x = self.pos.x-self.target_offset.x
self.light.pos.y = self.pos.y-self.target_offset.y
self.target.x = main_Player.pos.x - main_Player.target_offset.x
self.target.y = main_Player.pos.y - main_Player.target_offset.y
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
local distance = math.sqrt(distance_x ^ 2 + distance_y ^ 2)
local angle = math.atan(distance_y/distance_x)
local angle = GetAngleFromVector(distance_x,distance_y)
self.draw_bow = false
if distance <= self.range then
if distance_x > 0 then
self.sprite_flip.x = 1
else
angle = angle + math.rad(180)
self.sprite_flip.x = -1
end
if self.hostile == true then
self.draw_bow = true
-- fix so it can rotate from 0 to 360
@@ -133,26 +127,29 @@ function Kupo:Smart()
end
function Kupo:HandleAnimation()
-- flip sprite to look in the direction is moving
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
local distance_x = self.target.x - self.pos.x
local distance_y = self.target.y - self.pos.y
self.body:Animate()
self.body:Draw(
self.pos.x - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
self.pos.y - Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
self.sprite_rotation,
self.sprite_scale.x * self.sprite_flip.x,
self.sprite_scale.y * self.sprite_flip.y
)
if distance_x > 0 then
self.sprite_flip.x = 1
else
self.sprite_flip.x = -1
end
if self.draw_bow == true then
self.bow:DrawFrame(
math.min(self.bow_frame,self.bow_frames),
self.pos.x + ( 8 * math.sin(self.bow_rotation)),
self.pos.y + (2 - 6 * math.cos(self.bow_rotation)),
self.bow_rotation
)
end
-- flip sprite to look in the direction is moving
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
self.body:Animate()
self:Draw(self.body)
if self.draw_bow == true then
self.bow:DrawFrame(
math.min(self.bow_frame,self.bow_frames),
self.pos.x + ( 8 * math.sin(self.bow_rotation)),
self.pos.y + (2 - 6 * math.cos(self.bow_rotation)),
self.bow_rotation
)
end
end
function Kupo:DoPhysics()

View File

@@ -7,15 +7,33 @@
Player.coins = 0
-- physics
o.moveSpeed = 1.5
o.moveSpeed = 1.3
o.zeroSpeed = 0.01
o.move_x = 0
o.airFriction = 0.01
o.groundFriction = 0.3
o.jumpImpulse = 3.5
o.dashCooldownTime = 0.1
o.dashCooldownTimer = 0
o.dashTimer = 0
o.dashTime = 0.15
o.dashDistance = 40
o.dashSpeed = o.dashDistance / (o.dashTime*60)
o.dashCount = 1
o.boxCollision = {
from = {x = -8, y = -16},
to = {x = 8, y = 0}
}
o.lightRange = 32
o.lightRange = 0--32
-- status
o.isDashing = false
o.isJumping = false
o.isOnGround = 0
o.coyoteValue = 5
@@ -26,10 +44,11 @@
o.maskType = animation.moth_mask
-- sprite
o.sprite_offset = {x = 8, y = 16}
o.target_offset = {x = 0, y = 12}
o.body = Animation:New(animation.nancy.idle)
o.mask = Animation:New(animation.moth_mask.idle)
o:centerOffset(o.body)
o:getBoundingBox(o.body, 3,-3,0,-1)
-- lights
o.light = CreateLight(o.pos.x,o.pos.y,o.lightRange)
@@ -41,25 +60,100 @@
end
function Player:Smart()
if love.keyboard.isDown("a") then self.vel.x = -self.moveSpeed
elseif love.keyboard.isDown("d") then self.vel.x = self.moveSpeed
else self.vel.x = 0 end
if love.keyboard.isDown("w") then self.vel.y = -self.moveSpeed
elseif love.keyboard.isDown("s") then self.vel.y = self.moveSpeed
else self.vel.y = 0 end
end
function Player:DoPhysics()
self.pos.x = self.pos.x + self.vel.x
self.pos.y = self.pos.y + self.vel.y
end
function Player:HandleAnimation()
-- light
self.light.pos.x = self.pos.x-self.target_offset.x
self.light.pos.y = self.pos.y-self.target_offset.y
if self.dashTimer <= 0 then
if self.isOnGround then
self.vel.x = self.vel.x * (1-self.groundFriction)
else
self.vel.x = self.vel.x * (1-self.airFriction)
end
if math.abs(self.vel.x) < self.zeroSpeed then self.vel.x = 0 end
if love.keyboard.isDown(keybind.moveLeft) then
self.move_x = -self.moveSpeed
elseif love.keyboard.isDown(keybind.moveRight) then
self.move_x = self.moveSpeed
else
self.move_x = 0
end
self.vel.x = self.vel.x
if love.keyboard.isDown(keybind.moveJump) then
if self.isOnGround then
self.vel.y = -self.jumpImpulse
end
end
end
self.dashCooldownTimer = math.max(0,self.dashCooldownTimer - current_dt)
if love.keyboard.isDown(keybind.moveDash) then
if self.dashCooldownTimer == 0
and not self.isDashing
and self.dashCount > 0 then
self.dashCount = self.dashCount - 1
self.isDashing = true
local vertical = 0
if love.keyboard.isDown(keybind.moveDown) then vertical = vertical + 1 end
if love.keyboard.isDown(keybind.moveUp) then vertical = vertical - 1 end
local horizontal = 0
if love.keyboard.isDown(keybind.moveRight) then horizontal = horizontal + 1 end
if love.keyboard.isDown(keybind.moveLeft) then horizontal = horizontal - 1 end
if horizontal == 0 and vertical == 0 then
horizontal = self.sprite_flip.x
end
self.dashDirection = GetAngleFromVector(horizontal, vertical)
self.dashTimer = self.dashTime
end
else
self.isDashing = false
end
end
function Player:DoPhysics()
self.isOnGround = false
self.dashTimer = self.dashTimer - current_dt
if self.dashTimer > 0 then
self.dashCooldownTimer = self.dashCooldownTime
self.vel.x = self.dashSpeed * math.cos(self.dashDirection)
self.vel.y = self.dashSpeed * math.sin(self.dashDirection)
else
self.dashTimer = 0
self.vel.y = self.vel.y + gravity
end
if not self:isCollidingAt(self.pos.x + self.vel.x + self.move_x, self.pos.y, objects.collisions) then
self.pos.x = self.pos.x + self.vel.x + self.move_x
else
self.vel.x = 0
end
if not self:isCollidingAt(self.pos.x, self.pos.y + self.vel.y, objects.collisions) then
self.pos.y = self.pos.y + self.vel.y
else
if self.vel.y > 0 then
self.isOnGround = true
self.dashCount = 1
self.vel.y = 0
end
end
end
function Player:HandleAnimation()
if self.dashTimer > 0 then
self.sprite_tint = {1,1,0}
else
self.sprite_tint = {1,1,1}
end
-- flip sprite to look in the direction is moving
if self.vel.x ~= 0 then self.sprite_flip.x = math.sign(self.vel.x) end
if self.move_x ~= 0 then self.sprite_flip.x = math.sign(self.move_x) end
-- animation priority
if self.vel.y > 1.25 then
@@ -68,7 +162,7 @@ function Player:HandleAnimation()
elseif self.vel.y < 0 then
self.body = self.body:ChangeTo(animation.nancy.jump)
self.mask = self.mask:ChangeTo(self.maskType.jump)
elseif self.vel.x ~= 0 then
elseif self.vel.x + self.move_x ~= 0 then
self.body = self.body:ChangeTo(animation.nancy.run)
self.mask = self.mask:ChangeTo(self.maskType.run)
else
@@ -82,18 +176,8 @@ function Player:HandleAnimation()
end
self.body:Animate()
self.body:Draw(
math.floor(self.pos.x) - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
math.floor(self.pos.y)- Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
self.sprite_rotation,
self.sprite_scale.x * self.sprite_flip.x,
self.sprite_scale.y * self.sprite_flip.y
)
self.mask:Draw(
math.floor(self.pos.x) - Camera.pos.x - ( (self.sprite_offset.x) * math.cos(self.sprite_rotation) - (self.sprite_offset.y) * math.sin(self.sprite_rotation)) * self.sprite_scale.x * self.sprite_flip.x,
math.floor(self.pos.y)- Camera.pos.y - ( (self.sprite_offset.x) * math.sin(self.sprite_rotation) + (self.sprite_offset.y) * math.cos(self.sprite_rotation)) * self.sprite_scale.y * self.sprite_flip.y,
self.sprite_rotation,
self.sprite_scale.x * self.sprite_flip.x,
self.sprite_scale.y * self.sprite_flip.y
)
self:Draw(self.body)
if self.dashCount > 0 then
self:Draw(self.mask)
end
end