Collision tweaks; new animations
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main.lua
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main.lua
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@ -24,7 +24,7 @@ function love.load ()
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dieParticle = nil
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love.graphics.setDefaultFilter("nearest", "nearest", 0)
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bg = love.graphics.newImage("art/bg/sky.png")
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a_ttf = love.graphics.newFont("art/font/alagard.ttf")
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a_ttf = love.graphics.newFont("art/font/alagard.ttf", nil, "none")
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lifeText = love.graphics.newText(a_ttf, "Press Enter")
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waveText = love.graphics.newText(a_ttf, "")
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@ -297,7 +297,9 @@ end
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-- drawing the flier (ofc)
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function Flier:draw ( )
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if ( self.flying > 0 ) then
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if ( self.living == false ) then
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self.actor:switch('die')
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elseif ( self.flying > 0 ) then
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self.actor:switch('flap')
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self.actor:getAnimation():restart()
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self.flying = self.flying - 1
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@ -387,8 +389,23 @@ end
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function Flier:physics_dead ( dt )
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-- ignore all input, fall through bottom
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gravity = 2
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max_vel = 300
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self.y_vel = self.y_vel + gravity
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self.y = self.y + self.y_vel * dt
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if ( self.x_vel > 0 ) then
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self.x_vel = self.x_vel - (max_vel / (turn * 3))
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elseif ( self.x_vel < 0 ) then
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self.x_vel = self.x_vel + (max_vel / (turn * 3))
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end
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if ( self.x < -10 ) then
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self.x = 800
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elseif ( self.x > 810 ) then
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self.x = 0
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end
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self.x = self.x + self.x_vel * dt
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if ( self.y > 700 ) then
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self:killFinalize()
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return false
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@ -398,10 +415,12 @@ function Flier:physics_dead ( dt )
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end
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-- kill the Flier, show cool particles
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function Flier:kill ()
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function Flier:kill ( murderer )
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self.living = false
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dieParticle:moveTo(self.x, self.y)
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dieParticle:emit(30)
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self.x_vel = murderer.x_vel
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dieParticle:moveTo( self.x, self.y )
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dieParticle:emit( 30 )
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end
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-- run after Flier falls through screen
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@ -418,21 +437,24 @@ Bat = class('Bat', Flier)
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function Bat:initialize ()
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-- animations
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batSheet = love.graphics.newImage("art/sprites/bat.png")
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flapFrames = {2,3,4,5}
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idleFrames = {1}
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batFlapAnim = animx.newAnimation{
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img = batSheet, tileWidth = 32, frames = flapFrames
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img = batSheet, tileWidth = 32, frames = {2,3,4,5}
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}:onAnimOver( function()
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self.actor:switch('idle')
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end )
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batIdleAnim = animx.newAnimation {
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img = batSheet, tileWidth = 32, frames = idleFrames
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img = batSheet, tileWidth = 32, frames = {1}
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}
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batDieAnim = animx.newAnimation {
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img = batSheet, tileWidth = 32, frames = {6}
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}
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batBlockAnim = animx.newAnimation {
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img = batSheet, tileWidth = 32, frames = {7}
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}
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batActor = animx.newActor {
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['idle'] = batIdleAnim, ['flap'] = batFlapAnim
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['idle'] = batIdleAnim, ['flap'] = batFlapAnim, ['die'] = batDieAnim
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}:switch('idle')
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Flier.initialize( self, 50, 100, batActor )
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@ -491,8 +513,10 @@ function Bird:initialize ( x, y )
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-- animations
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birdSheet = love.graphics.newImage("art/sprites/bird.png")
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flapFrames = { {2,3,4,5}, {7,8,9,10}, {12,13,14,15} }
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idleFrames = { {1}, {6}, {11} }
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flapFrames = { {2,3,4,5}, {9,10,11,12}, {16,17,18,19} }
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idleFrames = { {1}, {8}, {15} }
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dieFrames = { {6}, {13}, {20} }
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blockFrames = { {7}, {14}, {21} }
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birdFlapAnim = animx.newAnimation{
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img = birdSheet, tileWidth = 32, tileHeight = 32, frames = flapFrames[self.species]
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@ -504,8 +528,17 @@ function Bird:initialize ( x, y )
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img = birdSheet, tileWidth = 32, tileHeight = 32, frames = idleFrames[self.species]
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}
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birdDieAnim = animx.newAnimation {
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img = birdSheet, tileWidth = 32, tileHeight = 32, frames = dieFrames[self.species]
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}
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birdBlockAnim = animx.newAnimation {
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img = birdSheet, tileWidth = 32, tileHeight = 32, frames = blockFrames[self.species]
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}
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birdActor = animx.newActor {
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['idle'] = birdIdleAnim, ['flap'] = birdFlapAnim
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['idle'] = birdIdleAnim, ['flap'] = birdFlapAnim, ['die'] = birdDieAnim,
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['block'] = birdBlockAnim
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}:switch('idle')
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self.actor = birdActor
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@ -594,11 +627,11 @@ end
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-- assuming a and b are colliding, act accordingly
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-- aka, bounce-back or kill one
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function judgeCollision ( a, b )
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if ( a.y < b.y - 5 and a.living ) then
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b:kill()
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elseif ( a.y > b.y + 5 and b.living ) then
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a:kill()
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else
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if ( a.y < b.y - 9 and ( a.living or a.class() == "Bat" ) ) then
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b:kill( a )
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elseif ( a.y > b.y + 9 and ( b.living or a.class() == "Bat" ) ) then
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a:kill( b )
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elseif ( a.living and b.living ) then
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a.x_vel = a.x_vel * -1
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b.x_vel = b.x_vel * -1
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end
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@ -611,7 +644,14 @@ end
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--------------------------------------------------------------------------------
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-- return whether or not two objects are colliding/overlapping
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function colliding ( a, b )
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if ( inRange(a.x, b.x - 16, b.x + 16) and inRange(a.y, b.y - 16, b.y + 16) ) then
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-- min_b_y = -16; max_b_y = 16
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-- min_b_x = -16; max_b_x = 16
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-- if ( b.direction == right ) then
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-- min_b_x = min_b_x + 16
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-- max_b_x = max_b_x + 16
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-- end
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if ( inRange(a.x, b.x - 16, b.x + 16) and inRange(a.y, b.y + -16, b.y + 16) ) then
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return true
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else
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return false
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