Basic movement/fighting
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HORSEHORSE
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================================================================================
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HorseHorse is an tank-control dual-ish game, where valiant non-horses are pitted
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HorseHorse is an tank-control duel-ish game, where valiant non-horses are pitted
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against one another.
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Made for Librejam 2020-02, with the theme "SUBNAUTICAL."
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213
main.lua
213
main.lua
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@ -4,8 +4,9 @@ wind = require "lib/windfield"
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stalker = require "lib/STALKER-X"
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mainmenu = 0; game = 1; gameover = 2; pause = 3; youwin = 4
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swordLength = 40; knifeLength = 10
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world = wind.newWorld(0, 40, true)
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world = wind.newWorld(0, 0, true)
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-- GAME STATES
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--------------------------------------------------------------------------------
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@ -14,14 +15,13 @@ world = wind.newWorld(0, 40, true)
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function love.load ()
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math.randomseed(os.time())
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dieParticle = nil
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love.graphics.setDefaultFilter("nearest", "nearest")
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a_ttf = love.graphics.newFont("art/font/alagard.ttf", nil, "none")
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r_ttf = love.graphics.newFont("art/font/romulus.ttf", nil, "none")
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camera = stalker()
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game_load()
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mainmenu_load()
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end
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@ -91,105 +91,38 @@ function mainmenu_load ()
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frontMenu_init()
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camera = stalker()
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map = Map:new("maps/sys/menu.lua")
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end
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function mainmenu_update(dt)
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if not (mapMenu == nil) then return; end
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world:update(dt)
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player:update(dt)
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map:update(dt)
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-- make player monkey move randomly
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local num = math.random(100)
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local dirs = player.directionals
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if (num == 1) then
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dirs['left'] = 1
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dirs['right'] = 0
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elseif (num == 2) then
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dirs['right'] = 1
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dirs['left'] = 0
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elseif (num == 3) then
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dirs['up'] = 1
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end
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end
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function mainmenu_draw ()
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if (mapMenu == nil) then
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map:draw()
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player:draw()
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frontMenu:draw()
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else
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mapMenu:draw()
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end
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end
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function mainmenu_keypressed(key)
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if (mapMenu == nil) then
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frontMenu:keypressed(key)
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else
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mapMenu:keypressed(key)
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end
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end
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function mainmenu_keyreleased(key)
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if (mapMenu == nil) then
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frontMenu:keyreleased(key)
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else
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mapMenu:keyreleased(key)
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end
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end
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function frontMenu_init()
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frontMenu = Menu:new(100, 100, 30, 50, 3, {
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{love.graphics.newText(a_ttf, ""),
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function () mapMenu_init() end},
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-- camera:fade(.2, {0,0,0,1}, function() mapMenu_init() end)
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-- 2, {0,0,0,1}, function() mapMenu_init() end)
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-- end},
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{love.graphics.newText(a_ttf, "Local"),
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function () game_load() end},
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{love.graphics.newText(a_ttf, "Quit"),
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function () love.event.quit(0) end }})
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mapMenu = nil
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end
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function mapMenu_init(directory)
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directory = directory or "maps"
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local menuEntries = {[1] = {love.graphics.newText(a_ttf, "../"),
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function () mainmenu_load() end}}
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-- if (directory == "maps") then mainmenu_load()
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local indice = 2
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local files = love.filesystem.getDirectoryItems(directory)
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for k,file in pairs(files) do
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file = directory .. "/" .. file
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local filetype = love.filesystem.getInfo(file).type
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local fileSplit = split(file, ".")
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local fileExt = fileSplit[2] or ""
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if (filetype == "directory") then
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menuEntries[indice] = {love.graphics.newText(a_ttf, file .. "/"),
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function() mapMenu_init(file) end}
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indice = indice + 1
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elseif (filetype == "file" and fileExt == "lua") then
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menuEntries[indice] = {love.graphics.newText(a_ttf, fileSplit[1]),
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function() game_load(file) end}
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indice = indice + 1
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end
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end
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mapMenu = Menu:new(100, 100, 30, 50, 3, menuEntries)
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frontMenu = nil
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end
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-- PAUSE STATE
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----------------------------------------
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function pause_load()
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@ -264,19 +197,20 @@ end
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-- GAME STATE
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----------------------------------------
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function game_load(mapfile)
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function game_load()
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mode = game
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world:destroy()
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world = wind.newWorld(0, 400, true)
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world = wind.newWorld(0, 0, true)
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world:addCollisionClass('Fighter')
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world:addCollisionClass('Shield')
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world:addCollisionClass('Sword')
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-- mapfile = mapfile or map.filepath
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-- map = Map:new(mapfile)
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player = Fighter:new(100, 100)
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player = Fighter:new(300, 300)
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punching_bag = Fighter:new(350, 350)
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camera:fade(.2, {0,0,0,0})
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camera:setFollowLerp(0.1)
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camera:setFollowStyle('PLATFORMER')
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camera:setFollowStyle('TOPDOWN')
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camera.scale = 2
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-- bgm:stop()
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-- bgm = love.audio.newSource("art/music/game.ogg", "static")
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@ -287,15 +221,13 @@ end
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function game_update(dt)
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world:update(dt)
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player:update(dt)
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-- map:update(dt)
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local x, y = player.body:getPosition()
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camera:follow(x, y)
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-- camera:follow(x, y)
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end
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function game_draw ()
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-- map:draw()
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world:draw()
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player:draw()
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end
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@ -315,6 +247,9 @@ function game_keypressed(key)
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elseif (key == "up" or key == "w") then
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dir['up'] = 1
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if (dir['down'] == 1) then dir['down'] = 2; end
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elseif (key == "down" or key == "s") then
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dir['down'] = 1
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if (dir['up'] == 1) then dir['up'] = 2; end
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elseif (key == "=" and camera.scale < 10) then
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camera.scale = camera.scale + .5
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@ -333,10 +268,8 @@ function game_keyreleased (key)
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if (key == "right" or key == "d") then
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dir['right'] = 0
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player.body:setLinearVelocity(dx - 150, dy)
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elseif (key == "left" or key == "a") then
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dir['left'] = 0
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player.body:setLinearVelocity(dx + 150, dy)
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elseif (key == "up" or key == "w") then
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dir['up'] = 0
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elseif (key == "down") then
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@ -345,31 +278,65 @@ function game_keyreleased (key)
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end
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-- CLASSES
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--------------------------------------------------------------------------------
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-- MONK player class
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-- Fighter player class
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----------------------------------------
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Fighter = class('Fighter')
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function Fighter:initialize(x, y)
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function Fighter:initialize(x, y, character)
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self.directionals = {}
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-- self.sprite = love.graphics.newImage("art/sprites/monk-jump.png")
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if (character == nil) then self.character = "jellyfish-lion.png"; end
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self.sprite = love.graphics.newImage("art/sprites/" .. self.character)
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self.body = world:newRectangleCollider(x, y, 16, 16);
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self.body:setCollisionClass('Fighter')
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self.body:setObject(self)
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self.body:setAngularDamping(2)
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self.body:setLinearDamping(.5)
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self.body:setPostSolve(self.makePostSolve())
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self.swordType = 'normal'
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self.shield = world:newRectangleCollider(x, y - 16, 16, 5);
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self.shield:setCollisionClass('Shield')
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self.shield:setObject(self)
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if (self.swordType == 'normal') then
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self.sword = world:newRectangleCollider(x - 8, y - 16, 3, swordLength);
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else
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self.sword = world:newRectangleCollider(x - 8, y - 16, 3, knifeLength);
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end
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self.sword:setCollisionClass('Sword')
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self.sword:setObject(self)
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self.sword:setPostSolve(self.makeSwordPostSolve())
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end
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function Fighter:makePostSolve()
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return function(col1, col2, contact)
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if (col1.collision_class == "Fighter"
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and col2.collision_class == "Sword")
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then
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print("THEY DEEED, dude")
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end
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end
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end
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function Fighter:makeSwordPostSolve()
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return function(col1, col2, contact)
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if (col1.collision_class == "Sword"
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and col2.collision_class == "Shield")
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then
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print("SWORD CLASH!!!!")
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end
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end
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end
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function Fighter:update(dt)
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local dir = self.directionals
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if (self.following == true) then self:follow()
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else self:idle()
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end
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self:movement()
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if (dir['left'] == 2 and dir['right'] == 0) then dir['left'] = 1; end
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function Fighter:draw ()
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-- local x,y = self.body:getWorldPoints(monk.shape:getPoints())
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local x,y = self.body:getWorldPoints(self.body.shape:getPoints())
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-- love.graphics.draw(self.sprite, x, y, monk.body:getAngle(), 1, 1)
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love.graphics.draw(self.sprite, x, y, self.body:getAngle(), 1, 1)
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-- end
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end
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function Fighter:movement ()
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self:localMovement()
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end
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function Fighter:localMovement ()
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local x, y = self.body:getPosition()
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local dx, dy = self.body:getLinearVelocity()
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local dir = self.directionals
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local newVel = 250
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if not (self.onGround == downwall) then
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newVel = newVel - 50
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end
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local angle = self.body:getAngle()
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if (dir['left'] == 1) then
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self.body:setLinearVelocity(-newVel, dy);
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self.body:applyAngularImpulse(-.5, 1)
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elseif (dir['right'] == 1) then
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self.body:setLinearVelocity(newVel, dy);
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self.body:applyAngularImpulse(.5, 1)
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end
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if (dir['up'] == 1 and onGround == downwall) then
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self.body:setLinearVelocity(dx, -newVel);
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elseif (dir['up'] == 1 and onGround == leftwall) then
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self.body:setLinearVelocity(newVel, -newVel - 30);
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elseif (dir['up'] == 1 and onGround == rightwall) then
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self.body:setLinearVelocity(-newVel, -newVel - 30);
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end
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if (dir['up'] == 1) then
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self.body:applyLinearImpulse(math.sin(angle) * 0.5, math.cos(angle) * -0.5)
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elseif (dir['down'] == 1) then
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self.body:setAngle(angle - (math.pi * .70))
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self.body:applyAngularImpulse(-45, 1)
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dir['down'] = 0
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end
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-- Fighter should jitter when inactive, every once in a while
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function Fighter:idle ()
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-- if (self.onGround[i] == downwall and math.random(20) == 5) then
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-- end
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self.shield:setAngle(angle)
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self.shield:setPosition(x - (math.sin(angle) * 16), y + (math.cos(angle) * 16))
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if (self.swordType == 'normal') then
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local offset = swordLength - 5
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self.sword:setAngle(angle)
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self.sword:setPosition(x + (math.sin(angle) * offset), y - (math.cos(angle) * offset))
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elseif (self.swordType == 'knife') then
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local offset = knifeLength * 2
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self.sword:setAngle(angle)
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self.sword:setPosition(x + (math.sin(angle) * 4.5 * offset), y - (math.cos(angle) * 1.5 * offset))
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end
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end
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@ -489,7 +465,8 @@ function Menu:keyreleased(key)
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end
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-- UTIL
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--------------------------------------------------------------------------------
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function split(inputString, seperator)
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local newString = {}
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for stringBit in string.gmatch(inputString, "([^"..seperator.."]+)") do
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end
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return newString
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end
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-- MISC DATA
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--------------------------------------------------------------------------------
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characters = {}
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characters["jellyfish-lion.png"] = {"Lion Jellyfish", "hey, hey. you know whats shocking?", "rapidpunches", "CC-BY-SA 4.0"}
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characters["jellyfish-n.png"] = {"Jellyfish N", "(electricity)", "rapidpunches", "CC-BY-SA 4.0"}
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