Groundwork for multiplayer; proper keymapping

This commit is contained in:
Jaidyn Ann 2021-02-06 11:35:27 -06:00
parent 3059d68402
commit 9ede3254a5

269
main.lua
View File

@ -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()
@ -376,19 +419,54 @@ function Fighter:localMovement ()
self.body:applyAngularImpulse(-45, 1)
dir['down'] = 0
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))
end
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
@ -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"}