naming convention for most stuff but not all
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@@ -1,7 +1,7 @@
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Player = Entity:New()
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Player = Entity:new()
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function Player:New(x,y)
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local o = Entity:New(x,y)
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function Player:new(x,y)
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local o = Entity:new(x,y)
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o.type = "player"
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-- physics
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@@ -43,7 +43,7 @@ function Player:New(x,y)
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o.walljumpFriction = 0.3 -- gameworld pixels
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-- light values
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o.lightRange = 40 -- screen pixels
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o.light_radius = 40 -- screen pixels
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-- status
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o.canJump = true
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@@ -69,13 +69,13 @@ function Player:New(x,y)
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-- sprite
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o.target_offset = {x = 0, y = 0}
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o.body = Animation:New(animation.nancy.idle)
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o.mask = Animation:New(animation.moth_mask.idle)
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o.body = Animation:new(animation.nancy.idle)
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o.mask = Animation:new(animation.moth_mask.idle)
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o:centerOffset(o.body)
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o:getBoundingBox(o.body,0,3,-1,-3)
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o:createBox(o.body,0,3,-1,-3)
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-- lights
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o.light = Light:New(o.pos.x,o.pos.y,o.lightRange)
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o.light = Light:new(o.pos.x,o.pos.y,o.light_radius)
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table.insert(LoadedObjects.Entities,o)
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o.id = #LoadedObjects.Entities
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@@ -85,8 +85,8 @@ function Player:New(x,y)
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return o
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end
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function Player:Smart()
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self:LightAdjust(self.target_offset.x,self.target_offset.y)
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function Player:doLogic()
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self:adjustLight(self.target_offset.x,self.target_offset.y)
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-- reset coyoteValue
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if self.isOnGround then
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@@ -134,7 +134,7 @@ function Player:Smart()
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if self.dashCooldownTimer == 0
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and not self.isDashing
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and self.dashCount > 0 then
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self:Unhook()
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self:unhook()
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-- state player
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self.isDashing = true
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@@ -164,9 +164,9 @@ function Player:Smart()
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if self.canHook and Keybind:CheckPressed(Keybind.move.hook) then
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if self.isHooked then
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self:Unhook()
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self:unhook()
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else
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local anchor = self:CheckNearest("hook_anchor",self.hookDistance)
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local anchor = self:checkNearest("hook_anchor",self.hookDistance)
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if anchor then
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self.isHooked = true
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self.hookDistance = anchor.hookDistance
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@@ -179,7 +179,7 @@ function Player:Smart()
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end
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end
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function Player:DoPhysics()
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function Player:doPhysics()
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if self.dashTimer <= 0 then
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if self.isOnGround then
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self.vel.x = self.vel.x * (1-self.groundFriction)
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@@ -219,7 +219,7 @@ function Player:DoPhysics()
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y = self.sprite_flip.y
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}
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}
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Particle:New(self.pos.x,self.pos.y,particle_data)
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Particle:new(self.pos.x,self.pos.y,particle_data)
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self.dashCooldownTimer = self.dashCooldownTime
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-- dash movement
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self.vel.x = self.dashSpeed * math.cos(self.dashDirection)
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@@ -252,7 +252,7 @@ function Player:DoPhysics()
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y = self.sprite_flip.y
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}
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}
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Particle:New(self.pos.x,self.pos.y,particle_data)
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Particle:new(self.pos.x,self.pos.y,particle_data)
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local pos_x = self.hookAnchor.x + dist * math.cos(hook_angle)
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local pos_y = self.hookAnchor.y + dist * math.sin(hook_angle)
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@@ -291,16 +291,16 @@ function Player:DoPhysics()
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-- if u collision w hazard, respawn
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if self:isCollidingAt(self.pos.x, self.pos.y, LoadedObjects.Hazards) then
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self:Respawn()
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self:respawn()
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end
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end
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function Player:Respawn()
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function Player:respawn()
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self.pos.x = self.anchorRespawn.x
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self.pos.y = self.anchorRespawn.y
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end
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function Player:HandleAnimation()
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function Player:handleAnimation()
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-- flip sprite to look in the direction is moving
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if self.isHooked then
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if self.vel.x ~= 0 then
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@@ -312,17 +312,17 @@ function Player:HandleAnimation()
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-- animation priority
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if self.vel.y > 1.25 or self.isSliding then
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self.body = self.body:ChangeTo(animation.nancy.fall)
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self.mask = self.mask:ChangeTo(self.maskType.fall)
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self.body = self.body:change(animation.nancy.fall)
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self.mask = self.mask:change(self.maskType.fall)
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elseif self.vel.y < 0 then
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self.body = self.body:ChangeTo(animation.nancy.jump)
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self.mask = self.mask:ChangeTo(self.maskType.jump)
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self.body = self.body:change(animation.nancy.jump)
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self.mask = self.mask:change(self.maskType.jump)
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elseif self.vel.x + self.move_x ~= 0 then
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self.body = self.body:ChangeTo(animation.nancy.run)
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self.mask = self.mask:ChangeTo(self.maskType.run)
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self.body = self.body:change(animation.nancy.run)
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self.mask = self.mask:change(self.maskType.run)
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else
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self.body = self.body:ChangeTo(animation.nancy.idle)
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self.mask = self.mask:ChangeTo(self.maskType.idle)
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self.body = self.body:change(animation.nancy.idle)
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self.mask = self.mask:change(self.maskType.idle)
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end
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-- special case: idle animation gets slower by time
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@@ -341,21 +341,21 @@ function Player:HandleAnimation()
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)
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end
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self.body:Animate()
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self:Draw(self.body)
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self.body:animate()
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self:draw(self.body)
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if self.dashCount > 0 then
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self:Draw(self.mask)
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self:draw(self.mask)
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end
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self.move_x = 0
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end
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function Player:Unhook()
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function Player:unhook()
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self.isHooked = false
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self.hookAnchor = nil
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end
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function Player:Debug()
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Entity.Debug(self)
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function Player:debug()
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Entity.debug(self)
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love.graphics.print("wallHit: "..self.wallHit)
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end
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