bugfix and slide animation

- bugfix for hook swing not taking in consideration the length of rope
- bugfix for player hitbox size
- bugfix for fairy flight control system FCS
- added slide animation for wall slide and wall jump
This commit is contained in:
lustlion
2022-03-09 15:54:26 +01:00
parent 9ada88f4f5
commit 6e76607030
10 changed files with 46 additions and 14 deletions

View File

@@ -10,7 +10,7 @@ function Fairy:new(x,y)
o.range = 20
o.vision_range = 120
o.target = {x = x, y = y}
o.hover_distance = 60
o.hover_distance = 40
-- animations
o.body = Animation:new(animation.fairy.flying)
@@ -41,8 +41,8 @@ function Fairy:doLogic()
local below = 1
while not isThereObjectAt(
self.target.x,
self.target.y + below * game.scale,
self.pos.x,
self.pos.y + below * game.scale,
LoadedObjects.Collisions
) do
below = below + 1
@@ -50,8 +50,8 @@ function Fairy:doLogic()
end
local top = 1
while not isThereObjectAt(
self.target.x,
self.target.y - top * game.scale,
self.pos.x,
self.pos.y - top * game.scale,
LoadedObjects.Collisions
) do
top = top + 1

View File

@@ -71,7 +71,7 @@ function Player:new(x,y)
o.mask = Animation:new(animation.moth_mask.idle)
o:centerOffset(o.body)
o:createBox(o.body,0,3,-1,-3)
o:createBox(o.body,0,4,-1,-5)
-- lights
o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
@@ -131,10 +131,13 @@ function Player:doLogic()
if self.dash_cooldown_timer == 0
and not self.is_dashing
and self.dash_count > 0 then
self:unhook()
self.nodrift_frames = 0
-- state player
self.is_dashing = true
self.is_sliding = false
self.dash_count = self.dash_count - 1
-- get dash direction
@@ -312,9 +315,11 @@ function Player:handleAnimation()
elseif self.move_x ~= 0 then
self.sprite_flip.x = math.sign(self.move_x)
end
-- animation priority
if self.vel.y > 1.25 or self.is_sliding then
if self.is_sliding then
self.body = self.body:change(animation.nancy.slide)
self.mask = self.mask:change(self.mask_type.slide)
elseif self.vel.y > 1.25 then
self.body = self.body:change(animation.nancy.fall)
self.mask = self.mask:change(self.mask_type.fall)
elseif self.vel.y < 0 then