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player.lua
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player.lua
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require('content')
require('tools')
require('collision')
-- Dev Ulysse.B
-- For animation idea of firstnumber = action & secondnumber = orientation
player = {}
player.img = {}
player.indexCurrentImage = 1
--- Some variable for animation is need
player.rsizex = 96 -- R for reference
player.rsizey = 192
player.sizex = 0 -- true size
player.sizey = 0
player.speed = 360 -- pixel per second
player.acceleration = 250
player.position = {}
player.position.x = 1
player.position.y = 0
player.velocity = {}
player.velocity.x = 0
player.velocity.y = 0
player.friction = 0.1
player.vision = {}
player.vision.sens = 0 -- 0 bas , 1 gauche , 2 haut , 3 droite
-- for debug collision bug
function getPointCollision( ratio )
local obj = {}
obj.x = player.position.x + (player.sizex)/2
obj.y = player.position.y + (player.sizey)
return obj
end
-- Define Friction and get it
function getFriction( )
return player.friction
end
function setFriction( coeffientFriction )
player.friction = coeffientFriction
end
function LoadPlayer( ratio )
player.img = loadImagePlayer()
player.indexCurrentImage = 1
ratioSizePlayer(ratio)
end
function ratioSizePlayer( ratio )
player.sizex = player.rsizex * ratio.x
player.sizey = player.rsizey * ratio.y
end
--get player
function getPlayer( )
return player
end
function getPlayerObject( )
local objPlayer = {}
objPlayer.x = player.position.x
objPlayer.y = player.position.y
objPlayer.img = player.img[player.indexCurrentImage]
return objPlayer
end
-- Verif mouvement of player (input)
function controlPlayerMovement(deltaTime,ratio)
local down = love.keyboard.isDown( 's' )
local up = love.keyboard.isDown( 'z' )
local left = love.keyboard.isDown( 'q' )
local right = love.keyboard.isDown( 'd' )
local temp = { up,down,left,right}
local numOfKeyPressed = getNumOfTrue(temp)
if(numOfKeyPressed == 1) then
if(up) then
player.velocity.y = player.velocity.y - player.acceleration * deltaTime * ratio.y
player.velocity.x = 0
if(player.velocity.y > 0) then player.velocity.y = (-player.acceleration) * deltaTime * ratio.y end
end
if(down) then
player.velocity.y = player.velocity.y + player.acceleration * deltaTime * ratio.y
player.velocity.x = 0
if(player.velocity.y < 0) then player.velocity.y = (player.acceleration) * deltaTime * ratio.y end
end
if(right) then
player.velocity.x = player.velocity.x + player.acceleration * deltaTime * ratio.x
player.velocity.y = 0
if(player.velocity.x < 0) then player.velocity.x = (player.acceleration) * deltaTime * ratio.x end
end
if(left) then
player.velocity.x = player.velocity.x - player.acceleration * deltaTime * ratio.x
player.velocity.y = 0
if(player.velocity.x > 0) then player.velocity.x = (-player.acceleration) * deltaTime * ratio.x end
end
normaliseVelocity(ratio)
else
slowDownPlayer()
end
movePlayer(deltaTime)
end
-- Change player.position with player.velocity (and deltatime is include) / Verif if there is not collision
function movePlayer(deltaTime)
-- Translation x,y in the future
local futurPositionX = player.position.x + player.velocity.x * deltaTime
local futurPositionY = player.position.y + player.velocity.y * deltaTime
local r = {} -- create a fake ratio
r.x = 1
r.y = 1
local obj = CreateObjectCollision(futurPositionX,futurPositionY,player.sizex,player.sizey,r)
if(collisionWithObject(obj) == false ) then -- Test if collision and if it's don't move the player
player.position.x = futurPositionX
player.position.y = futurPositionY
-- print("X:".. tostring(player.position.x) .. "/ Y: " .. tostring(player.position.y) )
end
end
-- slowdownPlayer
function slowDownPlayer( )
player.velocity.x = player.velocity.x * player.friction
player.velocity.y = player.velocity.y * player.friction
end
-- Maximun of player.velocity is player.speed
function normaliseVelocity( ratio )
-- Positif
if(player.velocity.x > player.speed * ratio.x) then
player.velocity.x = player.speed * ratio.x
end
if(player.velocity.y > player.speed * ratio.y) then
player.velocity.y = player.speed * ratio.y
end
-- Negatif
if(player.velocity.x < -player.speed * ratio.x) then
player.velocity.x = -player.speed * ratio.x
end
if(player.velocity.y < -player.speed * ratio.y) then
player.velocity.y = -player.speed * ratio.y
end
end