Groundwork for multiplayer; proper keymapping
This commit is contained in:
parent
3059d68402
commit
9ede3254a5
265
main.lua
265
main.lua
|
@ -4,7 +4,7 @@ wind = require "lib/windfield"
|
|||
stalker = require "lib/STALKER-X"
|
||||
|
||||
mainmenu = 0; game = 1; gameover = 2; pause = 3; youwin = 4
|
||||
swordLength = 40; knifeLength = 10
|
||||
startSwordLength = 40; startKnifeLength = 10
|
||||
|
||||
world = wind.newWorld(0, 0, true)
|
||||
|
||||
|
@ -205,8 +205,14 @@ function game_load()
|
|||
world:addCollisionClass('Shield')
|
||||
world:addCollisionClass('Sword')
|
||||
|
||||
player = Fighter:new(300, 300)
|
||||
punching_bag = Fighter:new(350, 350)
|
||||
localPlayers = {}
|
||||
localPlayers[1] = LocalPlayer:new(300, 300, keymaps[1])
|
||||
localPlayers[2] = LocalPlayer:new(350, 350, keymaps[2])
|
||||
|
||||
localFighters = localPlayers
|
||||
|
||||
fighters = localFighters
|
||||
|
||||
camera:fade(.2, {0,0,0,0})
|
||||
camera:setFollowLerp(0.1)
|
||||
camera:setFollowStyle('TOPDOWN')
|
||||
|
@ -220,60 +226,46 @@ end
|
|||
|
||||
function game_update(dt)
|
||||
world:update(dt)
|
||||
player:update(dt)
|
||||
|
||||
local x, y = player.body:getPosition()
|
||||
for i, fighter in pairs(fighters) do
|
||||
fighter:update(dt)
|
||||
end
|
||||
-- local x, y = player.body:getPosition()
|
||||
-- camera:follow(x, y)
|
||||
end
|
||||
|
||||
|
||||
function game_draw ()
|
||||
world:draw()
|
||||
player:draw()
|
||||
for i, fighter in pairs(fighters) do
|
||||
fighter:draw()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function game_keypressed(key)
|
||||
local dir = player.directionals
|
||||
local dir = localFighters[1].directionals
|
||||
|
||||
-- if a player presses the left key, then holds the right key, they should
|
||||
-- go right until they let go, then they should go left.
|
||||
if (key == "right" or key == "d") then
|
||||
dir['right'] = 1
|
||||
if (dir['left'] == 1) then dir['left'] = 2; end
|
||||
elseif (key == "left" or key == "a") then
|
||||
dir['left'] = 1
|
||||
if (dir['right'] == 1) then dir['right'] = 2; end
|
||||
elseif (key == "up" or key == "w") then
|
||||
dir['up'] = 1
|
||||
if (dir['down'] == 1) then dir['down'] = 2; end
|
||||
elseif (key == "down" or key == "s") then
|
||||
dir['down'] = 1
|
||||
if (dir['up'] == 1) then dir['up'] = 2; end
|
||||
|
||||
elseif (key == "=" and camera.scale < 10) then
|
||||
if (key == "=" and camera.scale < 10) then
|
||||
camera.scale = camera.scale + .5
|
||||
elseif (key == "-" and camera.scale > .5) then
|
||||
camera.scale = camera.scale - .5
|
||||
|
||||
elseif (key == "escape") then
|
||||
pause_load()
|
||||
else
|
||||
for i, player in pairs(localPlayers) do
|
||||
player:keypressed(key)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function game_keyreleased (key)
|
||||
local dir = player.directionals
|
||||
local dx, dy = player.body:getLinearVelocity()
|
||||
|
||||
if (key == "right" or key == "d") then
|
||||
dir['right'] = 0
|
||||
elseif (key == "left" or key == "a") then
|
||||
dir['left'] = 0
|
||||
elseif (key == "up" or key == "w") then
|
||||
dir['up'] = 0
|
||||
elseif (key == "down") then
|
||||
dir['down'] = 0
|
||||
for i, player in pairs(localPlayers) do
|
||||
player:keyreleased(key)
|
||||
end
|
||||
end
|
||||
|
||||
|
@ -284,53 +276,19 @@ end
|
|||
----------------------------------------
|
||||
Fighter = class('Fighter')
|
||||
|
||||
function Fighter:initialize(x, y, character)
|
||||
function Fighter:initialize(x, y, character, swordType, swordSide)
|
||||
self.swordType = swordType or 'normal'
|
||||
self.swordSide = swordSide or 'top'
|
||||
self.character = character or "jellyfish-lion.png"
|
||||
|
||||
self.directionals = {}
|
||||
if (character == nil) then self.character = "jellyfish-lion.png"; end
|
||||
self.deadPieces = {}
|
||||
|
||||
self.sprite = love.graphics.newImage("art/sprites/" .. self.character)
|
||||
|
||||
self.body = world:newRectangleCollider(x, y, 16, 16);
|
||||
self.body:setCollisionClass('Fighter')
|
||||
self.body:setObject(self)
|
||||
self.body:setAngularDamping(2)
|
||||
self.body:setLinearDamping(.5)
|
||||
self.body:setPostSolve(self.makePostSolve())
|
||||
self.swordType = 'normal'
|
||||
|
||||
self.shield = world:newRectangleCollider(x, y - 16, 16, 5);
|
||||
self.shield:setCollisionClass('Shield')
|
||||
self.shield:setObject(self)
|
||||
|
||||
if (self.swordType == 'normal') then
|
||||
self.sword = world:newRectangleCollider(x - 8, y - 16, 3, swordLength);
|
||||
else
|
||||
self.sword = world:newRectangleCollider(x - 8, y - 16, 3, knifeLength);
|
||||
end
|
||||
self.sword:setCollisionClass('Sword')
|
||||
self.sword:setObject(self)
|
||||
self.sword:setPostSolve(self.makeSwordPostSolve())
|
||||
end
|
||||
|
||||
|
||||
function Fighter:makePostSolve()
|
||||
return function(col1, col2, contact)
|
||||
if (col1.collision_class == "Fighter"
|
||||
and col2.collision_class == "Sword")
|
||||
then
|
||||
print("THEY DEEED, dude")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function Fighter:makeSwordPostSolve()
|
||||
return function(col1, col2, contact)
|
||||
if (col1.collision_class == "Sword"
|
||||
and col2.collision_class == "Shield")
|
||||
then
|
||||
print("SWORD CLASH!!!!")
|
||||
end
|
||||
end
|
||||
self:initBody(x, y)
|
||||
self:initSword()
|
||||
self:initShield()
|
||||
end
|
||||
|
||||
|
||||
|
@ -338,6 +296,7 @@ function Fighter:update(dt)
|
|||
local dir = self.directionals
|
||||
|
||||
self:movement()
|
||||
self:glueSwordAndShield()
|
||||
|
||||
if (dir['left'] == 2 and dir['right'] == 0) then dir['left'] = 1; end
|
||||
if (dir['right'] == 2 and dir['left'] == 0) then dir['right'] = 1; end
|
||||
|
@ -348,18 +307,102 @@ function Fighter:draw ()
|
|||
local x,y = self.body:getWorldPoints(self.body.shape:getPoints())
|
||||
|
||||
love.graphics.draw(self.sprite, x, y, self.body:getAngle(), 1, 1)
|
||||
-- end
|
||||
end
|
||||
|
||||
|
||||
function Fighter:movement ()
|
||||
self:localMovement()
|
||||
end
|
||||
|
||||
|
||||
function Fighter:localMovement ()
|
||||
function Fighter:initBody(x, y)
|
||||
self.body = world:newRectangleCollider(x, y, 16, 16);
|
||||
self.body:setCollisionClass('Fighter')
|
||||
self.body:setObject(self)
|
||||
self.body:setAngularDamping(2)
|
||||
self.body:setLinearDamping(.5)
|
||||
self.body:setPostSolve(self.makePostSolve())
|
||||
end
|
||||
|
||||
|
||||
function Fighter:initShield()
|
||||
self.shield = world:newRectangleCollider(0, 0, 20, 5);
|
||||
self.shield:setCollisionClass('Shield')
|
||||
self.shield:setObject(self)
|
||||
end
|
||||
|
||||
|
||||
function Fighter:initSword()
|
||||
self.swordLength = startSwordLength
|
||||
|
||||
if (self.swordType == 'normal') then
|
||||
self.sword = world:newRectangleCollider(0, 0, 3, self.swordLength);
|
||||
else
|
||||
self.sword = world:newRectangleCollider(0, 0, 3, startKnifeLength);
|
||||
end
|
||||
self.sword:setCollisionClass('Sword')
|
||||
self.sword:setObject(self)
|
||||
self.sword:setPostSolve(self:makeSwordPostSolve())
|
||||
end
|
||||
|
||||
|
||||
function Fighter:glueSwordAndShield ()
|
||||
local x, y = self.body:getPosition()
|
||||
local angle = self.body:getAngle()
|
||||
|
||||
self.shield:setAngle(angle)
|
||||
self.shield:setPosition(x - (math.sin(angle) * 16),
|
||||
y + (math.cos(angle) * 16))
|
||||
|
||||
if (self.swordType == 'normal') then
|
||||
local offset = self.swordLength - 10
|
||||
self.sword:setAngle(angle)
|
||||
self.sword:setPosition(x + (math.sin(angle) * offset),
|
||||
y - (math.cos(angle) * offset))
|
||||
|
||||
elseif (self.swordType == 'knife') then
|
||||
local offset = self.swordLength * 2
|
||||
self.sword:setAngle(angle)
|
||||
self.sword:setPosition(x + (math.sin(angle) * 4.5 * offset),
|
||||
y - (math.cos(angle) * 1.5 * offset))
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function Fighter:makePostSolve()
|
||||
return function(col1, col2, contact)
|
||||
if (col1.collision_class == "Fighter"
|
||||
and col2.collision_class == "Sword")
|
||||
then
|
||||
-- print(col2.shape)
|
||||
-- print("THEY DEEED, dude")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function Fighter:makeSwordPostSolve()
|
||||
return function(col1, col2, contact)
|
||||
if (col1.collision_class == "Sword"
|
||||
and col2.collision_class == "Shield")
|
||||
then
|
||||
-- print("SWORD CLASH!!!!")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- LocalPlayer for local players (ofc)
|
||||
----------------------------------------
|
||||
LocalPlayer = class("LocalPlayer", Fighter)
|
||||
|
||||
function LocalPlayer:initialize(x, y, keymap, character, swordType, swordSide)
|
||||
self.keymap = keymap or keymaps[1]
|
||||
Fighter.initialize(self, x, y, character, swordType, swordSide)
|
||||
end
|
||||
|
||||
|
||||
function LocalPlayer:movement ()
|
||||
local x, y = self.body:getPosition()
|
||||
local dx, dy = self.body:getLinearVelocity()
|
||||
local dir = self.directionals
|
||||
local angle = self.body:getAngle()
|
||||
|
||||
|
@ -376,21 +419,56 @@ function Fighter:localMovement ()
|
|||
self.body:applyAngularImpulse(-45, 1)
|
||||
dir['down'] = 0
|
||||
end
|
||||
end
|
||||
|
||||
self.shield:setAngle(angle)
|
||||
self.shield:setPosition(x - (math.sin(angle) * 16), y + (math.cos(angle) * 16))
|
||||
|
||||
if (self.swordType == 'normal') then
|
||||
local offset = swordLength - 5
|
||||
self.sword:setAngle(angle)
|
||||
self.sword:setPosition(x + (math.sin(angle) * offset), y - (math.cos(angle) * offset))
|
||||
elseif (self.swordType == 'knife') then
|
||||
local offset = knifeLength * 2
|
||||
self.sword:setAngle(angle)
|
||||
self.sword:setPosition(x + (math.sin(angle) * 4.5 * offset), y - (math.cos(angle) * 1.5 * offset))
|
||||
function LocalPlayer:keypressed(key)
|
||||
local dir = self.directionals
|
||||
|
||||
if (key == self.keymap["right"]) then
|
||||
dir['right'] = 1
|
||||
if (dir['left'] == 1) then dir['left'] = 2; end
|
||||
|
||||
elseif (key == self.keymap["left"]) then
|
||||
dir['left'] = 1
|
||||
if (dir['right'] == 1) then dir['right'] = 2; end
|
||||
|
||||
elseif (key == self.keymap["accel"]) then
|
||||
dir['up'] = 1
|
||||
if (dir['down'] == 1) then dir['down'] = 2; end
|
||||
|
||||
elseif (key == self.keymap["flip"]) then
|
||||
dir['down'] = 1
|
||||
if (dir['up'] == 1) then dir['up'] = 2; end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function LocalPlayer:keyreleased(key)
|
||||
local dir = self.directionals
|
||||
|
||||
if (key == self.keymap["right"]) then
|
||||
dir['right'] = 0
|
||||
|
||||
elseif (key == self.keymap["left"]) then
|
||||
dir['left'] = 0
|
||||
|
||||
elseif (key == self.keymap["accel"]) then
|
||||
dir['up'] = 0
|
||||
|
||||
elseif (key == self.keymap["flip"]) then
|
||||
dir['down'] = 0
|
||||
end
|
||||
end
|
||||
|
||||
-- LocalBot andddd for bots too
|
||||
----------------------------------------
|
||||
LocalBot = class("LocalBot", Fighter)
|
||||
|
||||
function LocalBot:initialize(x, y, character, swordType, swordSide)
|
||||
Fighter.initialize(self, x, y, character, swordType, swordSide)
|
||||
end
|
||||
|
||||
|
||||
-- MENU used for creating menus (lol)
|
||||
----------------------------------------
|
||||
|
@ -478,7 +556,14 @@ end
|
|||
|
||||
-- MISC DATA
|
||||
--------------------------------------------------------------------------------
|
||||
-- CHARACTERS
|
||||
------------------------------------------
|
||||
characters = {}
|
||||
characters["jellyfish-lion.png"] = {"Lion Jellyfish", "hey, hey. you know whats shocking?", "rapidpunches", "CC-BY-SA 4.0"}
|
||||
characters["jellyfish-n.png"] = {"Jellyfish N", "(electricity)", "rapidpunches", "CC-BY-SA 4.0"}
|
||||
|
||||
-- LOCAL KEYMAPS
|
||||
------------------------------------------
|
||||
keymaps = {}
|
||||
keymaps[1] = {["accel"] = "w", ["left"] = "a", ["right"] = "d", ["flip"] = "s"}
|
||||
keymaps[2] = {["accel"] = "up", ["left"] = "left", ["right"] = "right", ["flip"] = "down"}
|
||||
|
|
Ŝarĝante…
Reference in New Issue