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@ -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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