Joust-like player movement
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25b84c0e7a
commit
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50
main.lua
50
main.lua
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@ -7,18 +7,35 @@ function love.load ()
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left = 0; right = 1; up = 2; down = 3
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left = 0; right = 1; up = 2; down = 3
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upleft = 4; downleft = 5; upright = 6; downright = 7
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upleft = 4; downleft = 5; upright = 6; downright = 7
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aBatFly = animx.newAnimation{
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batSheet = love.graphics.newImage("art/sprites/bat.png")
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img = "art/sprites/bat.png",
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sprites_per_row = 5,
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batFlapAnim = animx.newAnimation{
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noOfFrames = 5
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img = batSheet,
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}:loop()
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tileWidth = 32,
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frames = { 2, 3, 4, 5 }
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}:onAnimOver( function()
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bat.actor:switch('idle')
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end )
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batIdleAnim = animx.newAnimation {
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img = batSheet,
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tileWidth = 32,
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frames = { 1 }
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}
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batActor = animx.newActor {
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['idle'] = batIdleAnim,
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['flap'] = batFlapAnim
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}:switch('idle')
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-- batActor:switch('idle')
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bat = { x = 50, y = 200,
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bat = { x = 50, y = 200,
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y_vel = 0, x_vel = 0,
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y_vel = 0, x_vel = 0,
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moving = false,
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moving = false,
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flying = false,
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flying = false,
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direction = left,
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direction = left,
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animation = aBatFly
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actor = batActor
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}
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}
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-- for compliance with Statute 43.5 (2019); all birds must report births to local Officials
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-- for compliance with Statute 43.5 (2019); all birds must report births to local Officials
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@ -51,13 +68,13 @@ function love.keypressed ( key )
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if ( key == "right" ) then
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if ( key == "right" ) then
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bat.moving = true
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bat.moving = true
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bat.direction = right
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bat.direction = right
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aBatFly:flipX(true)
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elseif ( key == "left" ) then
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elseif ( key == "left" ) then
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bat.moving = true
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bat.moving = true
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bat.direction = left
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bat.direction = left
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aBatFly:flipX(false)
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elseif ( key == "space" ) then
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elseif ( key == "space" ) then
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bat.flying = true
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bat.flying = true
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bat.actor:switch('flap')
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bat.actor:getAnimation():restart()
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end
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end
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end
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end
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@ -87,7 +104,12 @@ function flier_update ( flier, dt )
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end
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end
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function flier_draw ( flier )
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function flier_draw ( flier )
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flier.animation:draw( flier.x, flier.y )
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if ( flier.direction == right ) then
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flier.actor:flipX(true)
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elseif (flier.direction == left) then
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flier.actor:flipX(false)
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end
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flier.actor:draw( flier.x, flier.y )
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end
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end
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----------------------------------------
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----------------------------------------
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@ -104,18 +126,20 @@ end
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function flier_physics_x ( flier, dt )
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function flier_physics_x ( flier, dt )
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max_vel = 300
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max_vel = 300
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min_vel = -300
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min_vel = -300
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floor = 500
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turn = 300
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if ( flier.moving ) then
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if ( flier.moving ) then
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if ( flier.x_vel < max_vel and flier.direction == right ) then
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if ( flier.x_vel < max_vel and flier.direction == right ) then
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flier.x_vel = flier.x_vel + (max_vel / 300)
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flier.x_vel = flier.x_vel + (max_vel / turn)
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elseif ( flier.x_vel > min_vel and flier.direction == left ) then
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elseif ( flier.x_vel > min_vel and flier.direction == left ) then
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flier.x_vel = flier.x_vel - (max_vel / 300)
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flier.x_vel = flier.x_vel - (max_vel / turn)
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end
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end
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else
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else
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if ( flier.x_vel > 0 ) then
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if ( flier.x_vel > 0 ) then
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flier.x_vel = flier.x_vel - (max_vel / 600)
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flier.x_vel = flier.x_vel - (max_vel / (turn * 3))
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elseif ( flier.x_vel < 0 ) then
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elseif ( flier.x_vel < 0 ) then
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flier.x_vel = flier.x_vel + (max_vel / 600)
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flier.x_vel = flier.x_vel + (max_vel / (turn * 3))
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end
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end
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end
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end
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