185 lines
3.9 KiB
Lua
185 lines
3.9 KiB
Lua
animx = require "lib/animx"
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class = require "lib/middleclass"
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----------------------------------------
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-- LOAD
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----------------------------------------
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function love.load ()
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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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player = Bat:new( )
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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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birdRegistry = {}
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end
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----------------------------------------
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-- UPDATE
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----------------------------------------
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function love.update ( dt )
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-- player.x = player.x + 100 * dt
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player:update( dt )
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animx.update(dt)
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end
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----------------------------------------
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-- DRAW
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----------------------------------------
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function love.draw ()
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love.graphics.print('Hello World!', 400, 300)
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player:draw()
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end
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----------------------------------------
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-- INPUT
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----------------------------------------
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function love.keypressed ( key )
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if ( key == "right" ) then
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player.moving = true
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player.direction = right
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elseif ( key == "left" ) then
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player.moving = true
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player.direction = left
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elseif ( key == "space" ) then
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player.flying = true
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player.actor:switch('flap')
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player.actor:getAnimation():restart()
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end
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end
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function love.keyreleased (key)
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if ( key == "right" and player.direction == right ) then
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if ( love.keyboard.isDown("left") ) then
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player.direction = left
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else
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player.moving = false
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end
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elseif ( key == "left" and player.direction == left ) then
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if ( love.keyboard.isDown("right") ) then
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player.direction = right
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else
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player.moving = false
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end
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end
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end
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----------------------------------------
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-- FLIERS
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----------------------------------------
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-- birds and bats both fly. fliers.
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Flier = class('Flier')
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function Flier:initialize ( x, y, actor )
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self.x = x
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self.y = y
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self.y_vel = 0
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self.x_vel = 0
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self.moving = false
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self.flying = false
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self.actor = actor
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end
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-- generic flier update: physics + changing position
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function Flier:update ( dt )
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self:physics( dt )
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end
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function Flier:draw ( )
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if ( self.direction == right ) then
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self.actor:flipX(true)
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elseif (self.direction == left) then
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self.actor:flipX(false)
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end
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self.actor:draw( self.x, self.y )
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end
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----------------------------------------
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-- "PHYSICS"
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----------------------------------------
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-- "physics" being used verryyyyy lightly here
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-- does basics physics work (determines velocity) for a flier
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function Flier:physics ( dt )
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self:physics_x( dt )
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self:physics_y( dt )
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end
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function Flier:physics_x ( dt )
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max_vel = 300
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min_vel = -300
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turn = 300
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-- holding arrow-key
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if ( self.moving ) then
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if ( self.x_vel < max_vel and self.direction == right ) then
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self.x_vel = self.x_vel + (max_vel / turn)
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elseif ( self.x_vel > min_vel and self.direction == left ) then
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self.x_vel = self.x_vel - (max_vel / turn)
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end
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else
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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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end
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self.x = self.x + self.x_vel * dt
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end
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function Flier:physics_y ( dt )
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gravity = .85
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floor = 500
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-- wing-flap
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if ( self.flying ) then
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self.y_vel = -175
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self.flying = false
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end
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-- gravity
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if ( self.y < floor ) then
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self.y_vel = self.y_vel + gravity
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end
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-- if on ground; stop gravity
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if ( self.y > floor ) then
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self.y = floor
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self.y_vel = 0
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end
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self.y = self.y + self.y_vel * dt
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end
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Bat = class('Bat', Flier)
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function Bat:initialize()
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batSheet = love.graphics.newImage("art/sprites/bat.png")
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batFlapAnim = animx.newAnimation{
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img = batSheet,
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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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player.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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Flier.initialize( self, 50, 100, batActor )
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end
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