Player = Object:extend() cos = math.cos sin = math.sin --optimisation -- Constructor for the Player class function Player:new(p, x, y, health, image, speed, max) self.p = p self.image = love.graphics.newImage(image) self.x = x self.y = y self.health = health self.speed = speed self.max = max self.width = self.image:getWidth() self.height = self.image:getHeight() -- Collision Stuff self.collider = World:newRectangleCollider(x, y, 64, 64) self.collider:setFixedRotation(true) if self.p == 1 then self.collider:setCollisionClass("Player1") elseif self.p == 2 then self.collider:setCollisionClass("Player2") end -- Rotation Stuff self.rotation = math.rad(90) self.rotSpeed = 2 self.scaleX = 1 self.scaleY = 1 self.originX = self.width / 2 self.originY = self.height / 2 --Velocity self.vx = 0 self.vy = 0 end -- Method to handle shooting function Player:shoot(bulletSpeed) local offsetX = cos(self.rotation) * self.width * 1.5 local offsetY = sin(self.rotation) * self.height * 1.5 local bulletX = self.x + offsetX local bulletY = self.y + offsetY local newBullet = Bullet(bulletX, bulletY, self.p, bulletSpeed, self.rotation) return newBullet end -- Update method for the Player class function Player:update(dt) self.vx = 0 self.vy = 0 local bulletSpeed = 20000 if self.p == 1 then -- Handle player 1 controls if love.keyboard.isDown("w") then self.vx = cos(self.rotation) * (self.speed * dt) self.vy = sin(self.rotation) * (self.speed * dt) elseif love.keyboard.isDown("s") then self.vx = cos(self.rotation) * (self.speed * dt) * -1 self.vy = sin(self.rotation) * (self.speed * dt) * -1 elseif love.keyboard.isDown("a") then self.rotation = self.rotation - (self.rotSpeed * dt) elseif love.keyboard.isDown("d") then self.rotation = self.rotation + (self.rotSpeed * dt) end self.collider:setLinearVelocity(self.vx, self.vy) -- Check for collision with walls if self.collider:enter("Wall") then print("Player 1 collided with wall") end if EnableKeyPress1 == true then if love.keyboard.isDown("space") then local newBullet = self:shoot(bulletSpeed) table.insert(Bullets1, newBullet) KeyPressTime1 = KeyDelay1 EnableKeyPress1 = false end end self.x = self.collider:getX() self.y = self.collider:getY() -- Handlle map changes if love.keyboard.isDown("1") then LoadMap("1") print("Map 1 loaded") end elseif self.p == 2 then -- Handle player 2 controls if love.keyboard.isDown("up") then self.vx = cos(self.rotation) * (self.speed * dt) self.vy = sin(self.rotation) * (self.speed * dt) elseif love.keyboard.isDown("down") then self.vx = cos(self.rotation) * (self.speed * dt) * -1 self.vy = sin(self.rotation) * (self.speed * dt) * -1 elseif love.keyboard.isDown("left") then self.rotation = self.rotation - (self.rotSpeed * dt) elseif love.keyboard.isDown("right") then self.rotation = self.rotation + (self.rotSpeed * dt) end self.collider:setLinearVelocity(self.vx, self.vy) -- Check for collision with walls if self.collider:enter("Wall") then print("Player 2 collided with wall") end if EnableKeyPress2 == true then if love.keyboard.isDown("return") then local newBullet = self:shoot(bulletSpeed) table.insert(Bullets2, newBullet) KeyPressTime2 = KeyDelay2 EnableKeyPress2 = false end end end self.x = self.collider:getX() self.y = self.collider:getY() end function Player:draw() love.graphics.draw(self.image, self.x, self.y, self.rotation, self.scaleX, self.scaleY, self.originX, self.originY) end