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114 lines
2.9 KiB
114 lines
2.9 KiB
Player = Object:extend()
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local cos = math.cos
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local sin = math.sin --optimisation
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-- Constructor for the Player class
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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.image = love.graphics.newImage(image)
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self.x = x
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self.y = y
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self.health = health
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self.speed = speed
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self.width = self.image:getWidth()
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self.height = self.image:getHeight()
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-- Collision Stuff
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--self.collider = World:newRectangleCollider(x, y, 50, 62)
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self.collider = World:newCircleCollider(x, y, 24 * X_SCALE)
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self.collider:setFixedRotation(true)
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if self.p == 1 then
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self.collider:setCollisionClass("Player1")
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elseif self.p == 2 then
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self.collider:setCollisionClass("Player2")
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end
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-- Rotation Stuff
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self.rotation = math.rad(90)
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self.rotSpeed = 2
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--self.scaleX = 1 * _G.X_SCALE
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--self.scaleY = 1 * _G.Y_SCALE
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self.scaleX = 1
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self.scaleY = 1
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self.originX = self.width / 2
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self.originY = self.height / 2
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--Velocity
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self.vx = 0
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self.vy = 0
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-- Bullets shot
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self.shot = 0
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end
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-- Method to handle shooting
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function Player:shoot(bulletSpeed)
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if self.shot <= 10 then
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self.shot = self.shot + 1
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local offsetX = cos(self.rotation) * self.width * 1.5
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local offsetY = sin(self.rotation) * self.height * 1.5
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local bulletX = self.x + offsetX
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local bulletY = self.y + offsetY
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local newBullet = Bullet(bulletX, bulletY, self.p, bulletSpeed, self.rotation)
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return newBullet
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else
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return nil
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end
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end
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function Player:handleKeys(up, down, left, right, dt)
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self.vx, self.vy = 0, 0 --reset every frame
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if love.keyboard.isDown(up) then
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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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end
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if love.keyboard.isDown(down) then
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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 / 2 * dt) * -1
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end
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if love.keyboard.isDown(left) then
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self.rotation = self.rotation - (self.rotSpeed * dt)
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end
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if love.keyboard.isDown(right) then
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self.rotation = self.rotation + (self.rotSpeed * dt)
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end
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self.collider:setLinearVelocity(self.vx, self.vy)
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end
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function Player:updateCol()
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if self.p == 1 then
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self.x = self.collider:getX()
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self.y = self.collider:getY()
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elseif self.p == 2 then
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self.x = self.collider:getX()
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self.y = self.collider:getY()
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end
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end
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-- Update method for the Player class
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function Player:update(dt)
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local bulletSpeed = 20000
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if EnableKeyPress1 == true and self.p == 1 then
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if love.keyboard.isDown("space") then
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local newBullet = self:shoot(bulletSpeed)
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table.insert(Bullets1, newBullet)
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KeyPressTime1 = KeyDelay1
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EnableKeyPress1 = false
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end
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end
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if EnableKeyPress2 == true and self.p == 2 then
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if love.keyboard.isDown("return") then
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local newBullet = self:shoot(bulletSpeed)
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table.insert(Bullets2, newBullet)
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KeyPressTime2 = KeyDelay2
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EnableKeyPress2 = false
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end
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end
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end
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function Player:draw()
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love.graphics.draw(self.image, self.x, self.y, self.rotation, self.scaleX, self.scaleY, self.originX, self.originY)
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end
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