bytepath/obj/game/Player.lua

85 lines
2.7 KiB
Lua

--[[
Generally whenever you want to get a position B that is distance units away from position A such that position B is positioned at a specific angle in relation to position A, the pattern is something like:
bx = ax + distance*math.cos(angle) and by = ay + distance*math.sin(angle).
]]
---@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
-- attack rate
self.ar = 0.24
self.timer:every(self.ar, function() self:shoot() end)
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)
-- offscreen kill
if self.x < 0-self.w then self:kill() end
if self.y < 0-self.h then self:kill() end
if self.x > gw+self.w then self:kill() end
if self.y > gh+self.h then self:kill() end
if input:pressed('f11') then self:kill() end
end
function Player:draw()
Player.super.draw(self)
if DEBUG then
love.graphics.setColor(COLORS.collision)
self.collider:draw()
love.graphics.setColor(COLORS.debug)
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))
end
love.graphics.setColor(COLORS.default)
love.graphics.circle('line', self.x, self.y, self.w)
end
function Player:shoot()
local d = 1.2*self.w
local offset_x, offset_y = self.x + d*math.cos(self.r), self.y + d*math.sin(self.r)
self.area:addGameObject('ShootEffect', offset_x, offset_y, {player = self, d = d})
local proj = self.area:addGameObject('Projectile', offset_x, offset_y, {v = 100 ,r = self.r})
proj.timer:tween(0.5, proj, {v = 400}, 'linear')
end
return Player