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104 lines
3.3 KiB
104 lines
3.3 KiB
Player = Object:extend()
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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:newBSGRectangleCollider(x, y, 64, 64, 4)
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self.collider:setPosition(self.x, self.y)
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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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self.collider:setType("static")
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self.collider:setObject(self)
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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
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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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end
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function Player:update(dt)
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local cos = math.cos
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local sin = math.sin --optimisation
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local bulletSpeed = 300
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if self.p == 1 then
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if love.keyboard.isDown("w") then
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self.x = self.x + cos(self.rotation) * (self.speed * dt)
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self.y = self.y + sin(self.rotation) * (self.speed * dt)
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self.collider:setPosition(self.x, self.y)
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elseif love.keyboard.isDown("s") then
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self.x = self.x - cos(self.rotation) * (self.speed * dt)
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self.y = self.y - sin(self.rotation) * (self.speed * dt)
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self.collider:setPosition(self.x, self.y)
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elseif love.keyboard.isDown("a") then
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self.rotation = self.rotation - (self.rotSpeed * dt)
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elseif love.keyboard.isDown("d") then
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self.rotation = self.rotation + (self.rotSpeed * dt)
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end
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if EnableKeyPress1 == true then
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if love.keyboard.isDown("space") then
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local offsetX = math.cos(self.rotation) * self.width / 2
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local offsetY = math.sin(self.rotation) * self.height / 2
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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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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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--Query Collision
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if self.collider:enter("Player2") then
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local collision_data = self.collider:getEnterCollisionData("Player2")
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print(collision_data)
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end
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end
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if self.p == 2 then
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if love.keyboard.isDown("up") then
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self.x = self.x + cos(self.rotation) * (self.speed * dt)
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self.y = self.y + sin(self.rotation) * (self.speed * dt)
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self.collider:setPosition(self.x, self.y)
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elseif love.keyboard.isDown("down") then
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self.x = self.x - cos(self.rotation) * (self.speed * dt)
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self.y = self.y - sin(self.rotation) * (self.speed * dt)
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self.collider:setPosition(self.x, self.y)
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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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elseif 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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if EnableKeyPress2 == true then
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if love.keyboard.isDown("return") then
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local offsetX = math.cos(self.rotation) * self.width / 2
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local offsetY = math.sin(self.rotation) * self.height / 2
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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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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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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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