hitbox now circle and slower going backwards
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								player.lua
									
									
									
									
									
								
							
							
						
						
									
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								player.lua
									
									
									
									
									
								
							@ -3,19 +3,19 @@ cos = math.cos
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sin = math.sin --optimisation
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					sin = math.sin --optimisation
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-- Constructor for the Player class
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					-- Constructor for the Player class
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function Player:new(p, x, y, health, image, speed, max)
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					function Player:new(p, x, y, health, image, speed)
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	self.p = p
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						self.p = p
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	self.image = love.graphics.newImage(image)
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						self.image = love.graphics.newImage(image)
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	self.x = x
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						self.x = x
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	self.y = y
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						self.y = y
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	self.health = health
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						self.health = health
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	self.speed = speed
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						self.speed = speed
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	self.max = max
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	self.width = self.image:getWidth()
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						self.width = self.image:getWidth()
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	self.height = self.image:getHeight()
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						self.height = self.image:getHeight()
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	-- Collision Stuff
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						-- Collision Stuff
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	self.collider = World:newRectangleCollider(x, y, 64, 64)
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						--self.collider = World:newRectangleCollider(x, y, 50, 62)
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						self.collider = World:newCircleCollider(x, y, 24)
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	self.collider:setFixedRotation(true)
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						self.collider:setFixedRotation(true)
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	if self.p == 1 then
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						if self.p == 1 then
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@ -61,14 +61,13 @@ function Player:handleKeys(up, down, left, right, dt)
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		self.vx = cos(self.rotation) * (self.speed * dt)
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							self.vx = cos(self.rotation) * (self.speed * dt)
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		self.vy = sin(self.rotation) * (self.speed * dt)
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							self.vy = sin(self.rotation) * (self.speed * dt)
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	elseif love.keyboard.isDown(down) then
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						elseif love.keyboard.isDown(down) then
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		self.vx = cos(self.rotation) * (self.speed * dt) * -1
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							self.vx = cos(self.rotation) * (self.speed / 2 * dt) * -1
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		self.vy = sin(self.rotation) * (self.speed * dt) * -1
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							self.vy = sin(self.rotation) * (self.speed / 2 * dt) * -1
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	elseif love.keyboard.isDown(left) then
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						elseif love.keyboard.isDown(left) then
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		self.rotation = self.rotation - (self.rotSpeed * dt)
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							self.rotation = self.rotation - (self.rotSpeed * dt)
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	elseif love.keyboard.isDown(right) then
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						elseif love.keyboard.isDown(right) then
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		self.rotation = self.rotation + (self.rotSpeed * dt)
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							self.rotation = self.rotation + (self.rotSpeed * dt)
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	end
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						end
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	self.collider:setLinearVelocity(self.vx, self.vy)
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						self.collider:setLinearVelocity(self.vx, self.vy)
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end
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					end
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