Groundwork for multiplayer; proper keymapping
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3059d68402
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9ede3254a5
269
main.lua
269
main.lua
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@ -4,7 +4,7 @@ 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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startSwordLength = 40; startKnifeLength = 10
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world = wind.newWorld(0, 0, true)
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@ -205,8 +205,14 @@ function game_load()
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world:addCollisionClass('Shield')
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world:addCollisionClass('Sword')
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player = Fighter:new(300, 300)
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punching_bag = Fighter:new(350, 350)
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localPlayers = {}
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localPlayers[1] = LocalPlayer:new(300, 300, keymaps[1])
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localPlayers[2] = LocalPlayer:new(350, 350, keymaps[2])
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localFighters = localPlayers
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fighters = localFighters
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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('TOPDOWN')
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@ -220,60 +226,46 @@ 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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local x, y = player.body:getPosition()
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for i, fighter in pairs(fighters) do
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fighter:update(dt)
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end
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-- local x, y = player.body:getPosition()
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-- camera:follow(x, y)
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end
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function game_draw ()
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world:draw()
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player:draw()
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for i, fighter in pairs(fighters) do
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fighter:draw()
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end
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end
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function game_keypressed(key)
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local dir = player.directionals
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local dir = localFighters[1].directionals
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-- if a player presses the left key, then holds the right key, they should
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-- go right until they let go, then they should go left.
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if (key == "right" or key == "d") then
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dir['right'] = 1
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if (dir['left'] == 1) then dir['left'] = 2; end
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elseif (key == "left" or key == "a") then
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dir['left'] = 1
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if (dir['right'] == 1) then dir['right'] = 2; end
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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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if (key == "=" and camera.scale < 10) then
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camera.scale = camera.scale + .5
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elseif (key == "-" and camera.scale > .5) then
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camera.scale = camera.scale - .5
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elseif (key == "escape") then
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pause_load()
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else
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for i, player in pairs(localPlayers) do
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player:keypressed(key)
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end
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end
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end
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function game_keyreleased (key)
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local dir = player.directionals
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local dx, dy = player.body:getLinearVelocity()
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if (key == "right" or key == "d") then
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dir['right'] = 0
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elseif (key == "left" or key == "a") then
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dir['left'] = 0
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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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dir['down'] = 0
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for i, player in pairs(localPlayers) do
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player:keyreleased(key)
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end
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end
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@ -284,53 +276,19 @@ end
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----------------------------------------
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Fighter = class('Fighter')
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function Fighter:initialize(x, y, character)
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function Fighter:initialize(x, y, character, swordType, swordSide)
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self.swordType = swordType or 'normal'
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self.swordSide = swordSide or 'top'
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self.character = character or "jellyfish-lion.png"
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self.directionals = {}
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if (character == nil) then self.character = "jellyfish-lion.png"; end
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self.deadPieces = {}
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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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self:initBody(x, y)
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self:initSword()
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self:initShield()
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end
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@ -338,6 +296,7 @@ function Fighter:update(dt)
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local dir = self.directionals
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self:movement()
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self:glueSwordAndShield()
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if (dir['left'] == 2 and dir['right'] == 0) then dir['left'] = 1; end
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if (dir['right'] == 2 and dir['left'] == 0) then dir['right'] = 1; end
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@ -348,18 +307,102 @@ function Fighter:draw ()
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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, 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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function Fighter:initBody(x, y)
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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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end
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function Fighter:initShield()
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self.shield = world:newRectangleCollider(0, 0, 20, 5);
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self.shield:setCollisionClass('Shield')
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self.shield:setObject(self)
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end
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function Fighter:initSword()
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self.swordLength = startSwordLength
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if (self.swordType == 'normal') then
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self.sword = world:newRectangleCollider(0, 0, 3, self.swordLength);
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else
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self.sword = world:newRectangleCollider(0, 0, 3, startKnifeLength);
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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:glueSwordAndShield ()
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local x, y = self.body:getPosition()
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local angle = self.body:getAngle()
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self.shield:setAngle(angle)
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self.shield:setPosition(x - (math.sin(angle) * 16),
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y + (math.cos(angle) * 16))
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if (self.swordType == 'normal') then
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local offset = self.swordLength - 10
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self.sword:setAngle(angle)
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self.sword:setPosition(x + (math.sin(angle) * offset),
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y - (math.cos(angle) * offset))
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elseif (self.swordType == 'knife') then
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local offset = self.swordLength * 2
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self.sword:setAngle(angle)
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self.sword:setPosition(x + (math.sin(angle) * 4.5 * offset),
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y - (math.cos(angle) * 1.5 * offset))
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end
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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(col2.shape)
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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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-- LocalPlayer for local players (ofc)
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----------------------------------------
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LocalPlayer = class("LocalPlayer", Fighter)
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function LocalPlayer:initialize(x, y, keymap, character, swordType, swordSide)
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self.keymap = keymap or keymaps[1]
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Fighter.initialize(self, x, y, character, swordType, swordSide)
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end
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function LocalPlayer:movement ()
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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 angle = self.body:getAngle()
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@ -376,19 +419,54 @@ function Fighter:localMovement ()
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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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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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function LocalPlayer:keypressed(key)
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local dir = self.directionals
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if (key == self.keymap["right"]) then
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dir['right'] = 1
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if (dir['left'] == 1) then dir['left'] = 2; end
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elseif (key == self.keymap["left"]) then
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dir['left'] = 1
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if (dir['right'] == 1) then dir['right'] = 2; end
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elseif (key == self.keymap["accel"]) 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 == self.keymap["flip"]) 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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end
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end
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function LocalPlayer:keyreleased(key)
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local dir = self.directionals
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if (key == self.keymap["right"]) then
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dir['right'] = 0
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elseif (key == self.keymap["left"]) then
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dir['left'] = 0
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elseif (key == self.keymap["accel"]) then
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dir['up'] = 0
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elseif (key == self.keymap["flip"]) then
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dir['down'] = 0
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end
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end
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-- LocalBot andddd for bots too
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----------------------------------------
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LocalBot = class("LocalBot", Fighter)
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function LocalBot:initialize(x, y, character, swordType, swordSide)
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Fighter.initialize(self, x, y, character, swordType, swordSide)
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end
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@ -478,7 +556,14 @@ end
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-- MISC DATA
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--------------------------------------------------------------------------------
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-- CHARACTERS
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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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-- LOCAL KEYMAPS
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------------------------------------------
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keymaps = {}
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keymaps[1] = {["accel"] = "w", ["left"] = "a", ["right"] = "d", ["flip"] = "s"}
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keymaps[2] = {["accel"] = "up", ["left"] = "left", ["right"] = "right", ["flip"] = "down"}
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