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player.lua
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player.lua
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Class = require 'hump.class'
vector = require 'hump.vector'
camera = require 'hump.camera'
require 'gameobject'
require 'projectile'
require 'sprite'
require 'bounds'
require 'gameconf'
require 'collidable'
Player = Class
{
name = "Player",
inherits = {GameObject, Collidable},
function(self, img, pos)
GameObject.construct(self, pos or vector(100, game.screen.height / 2))
Collidable.construct(self, "Player")
self.tags = {Enemy = true, EnemyShot = true, Trigger = true}
self.depth = 5
self.sprite = Sprite(img)
self.movespeed = 500
self.mbx, self.mby = 96, 64
local mbw = (screen.width / 2) - self.mby * 2
local mbh = screen.height - self.mby * 2 - game.hud.vertSize
self.movementBounds = Rectangle(vector(self.mbx, self.mby), vector(mbw ,mbh))
self.sprite.position = self.position
self.bounds = self.sprite:getBoundingRect()
self.bounds:shrink(vector(0, 64))
self.boundsOffset = self.bounds.position - self.position
self.ouch = false
self.collPos = vector(0, 0)
self.fireTime = 0.2
self.fireTimer = 0.0
end
}
function Player:init()
end
function Player:update(dt)
if game.input.enabled then self:controls(dt) end
self.position = self.position + self.velocity * dt
self:constrainPosition()
self:updateSprite()
self.movementBounds.dimensions.y = screen.height - self.mby * 2 - game.hud.vertSize
end
function Player:controls(dt)
self.velocity.x = game.scrollSpeed
self.velocity.y = 0
if love.keyboard.isDown("left") then
self.velocity.x = self.velocity.x - self.movespeed
end
if love.keyboard.isDown("right") then
self.velocity.x = self.velocity.x + self.movespeed
end
if love.keyboard.isDown("up") then
self.velocity.y = self.velocity.y - self.movespeed
end
if love.keyboard.isDown("down") then
self.velocity.y = self.velocity.y + self.movespeed
end
self:shooting(dt)
end
function Player:shooting(dt)
if self.fireTimer > 0.0 then
self.fireTimer = self.fireTimer - dt
end
if love.keyboard.isDown("z") and self.fireTimer <= 0.0 then
local projPos = self.position + vector(self.bounds.dimensions.x / 2, 0)
game.bulletPool:register(projPos, "PlayerShot")
-- game.bulletPool:register(projPos + vector(0, 10), "PlayerShot")
-- game.bulletPool:register(projPos + vector(0, -10), "PlayerShot")
-- game.bulletPool:registerBatch({projPos, "PlayerShot"},
-- {projPos + vector(0, 10), "PlayerShot"},
-- {projPos + vector(0, -10), "PlayerShot"})
self.fireTimer = self.fireTime
end
end
function Player:constrainPosition()
cx, cy = game.camera:pos()
cx = cx - screen.width / (2 * game.camera.scale)
cy = cy - screen.height / (2 * game.camera.scale)
screenpos = self.position - vector(cx, cy)
if screenpos.y < self.movementBounds:top() then
self.position.y = self.movementBounds:top() + cy
end
if screenpos.y > self.movementBounds:bottom() then
self.position.y = self.movementBounds:bottom() + cy
end
if screenpos.x < self.movementBounds:left() then
self.position.x = self.movementBounds:left() + cx
end
if screenpos.x > self.movementBounds:right() then
self.position.x = self.movementBounds:right() + cx
end
end
function Player:updateSprite()
self.sprite.position = self.position
self.sprite.rotation = self.rotation
self.sprite.scale = self.scale
self.bounds.position = self.position + self.boundsOffset
end
function Player:draw()
self.sprite:draw()
if game.debug.on then
self:debugDraw()
end
end
function Player:debugDraw()
if self.ouch then
self.bounds:draw(255, 0, 0)
love.graphics.circle("fill", self.collPos.x, self.collPos.y, 8)
else
self.bounds:draw(0, 255, 0)
end
game.camera:detach()
self.movementBounds:draw(255, 255, 0)
game.camera:attach()
end
function Player:onCollisionEnter(other, ...)
self.ouch = true
end
function Player:onCollisionStay(other, ...)
self.collPos = colPosition
end
function Player:onCollisionExit(other)
self.ouch = false
end