---@class Player:GameObject ---@field area Area ---@field x number ---@field y number ---@field opts table|nil local Player = GameObject:extend() function Player:new(area, x, y, opts) Player.super.new(self, area, x, y, opts) self.w, self.h = 12, 12 self.collider = self.area.world:circle(self.x, self.y, math.floor(self.w*0.8)) -- player angle self.r = -math.pi/2 -- velocity of player angle rotation self.rv = 1.66*math.pi -- player velocity self.v = 0 -- max player velocity self.max_v = 100 -- player acceleration self.a = 100 end function Player:update(dt) Player.super.update(self, dt) if self:isDead() then return end -- controls if input:down('left') then self.r = self.r - self.rv*dt end if input:down('right') then self.r = self.r + self.rv*dt end -- update velocity self.v = math.min(self.v + self.a*dt, self.max_v) -- update position local vx = self.v * math.cos(self.r) -- velocity X local vy = self.v * math.sin(self.r) -- velocity Y self.x = self.x + vx * dt -- update position X self.y = self.y + vy * dt -- update position Y -- move collision area self.collider:moveTo(self.x, self.y) if input:pressed('f2') then self:kill() end end function Player:draw() Player.super.draw(self) love.graphics.setColor(1, 0.4, 0.4) self.collider:draw() love.graphics.setColor(0.4, 1, 0.4) love.graphics.line(self.x, self.y, self.x + 2*self.w*math.cos(self.r), self.y + 2*self.w*math.sin(self.r)) love.graphics.setColor(1, 1, 1) love.graphics.circle('line', self.x, self.y, self.w) end return Player