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character.lua
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character.lua
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require("lib/essential")
require("lib/math/rect")
require("lib/projection")
Character = class("Character")
Character:include(Stateful)
Character.IMAGES = {
rectprism = love.graphics.newImage("resources/images/characters/rectprism.png"),
}
local IMAGE_HEIGHT = 128
local IMAGE_WIDTH = 64
local function createQuad(i)
return love.graphics.newQuad(IMAGE_WIDTH*i,0,IMAGE_WIDTH,IMAGE_HEIGHT,IMAGE_WIDTH*8,IMAGE_HEIGHT)
end
Character.QUADS = {
rectprism = {
se = createQuad(0),
ne = createQuad(1),
nw = createQuad(2),
sw = createQuad(3),
s = createQuad(4),
e = createQuad(5),
n = createQuad(6),
w = createQuad(7),
}
}
function Character:initialize ()
local x0 = 0
local y0 = 0
local x1 = #Map.TILES[1]
local y1 = #Map.TILES
self.image = "rectprism"
self.position = Vector2:new(x1/2, y1/2)
self.velocity = Vector2:new(0, 0)
self.bounds = Rect:new(x0+0.5, y0+0.5, x1-0.5, y1-0.5)
self.direction = "sw"
end
local CHARACTER_SHIFT = Vector2:new(0,IMAGE_HEIGHT-projection.vz.y)+Map.TILE_CENTRE
function Character:draw (view)
local image = Character.IMAGES[self.image]
local quads = Character.QUADS[self.image]
love.graphics.push()
love.graphics.scale(view.scale)
local p = projection.worldToView2(self.position,view)/view.scale-CHARACTER_SHIFT
if quads then
local quad = quads[self.direction]
love.graphics.drawq(image, quad, math.floor(p.x), math.floor(p.y))
else
love.graphics.draw(image, math.floor(p.x), math.floor(p.y))
end
love.graphics.pop()
end
function Character:mousepressed (x, y, button, view)
local temp = projection.viewToWorld2(x, y, view)
self.goal = Vector2:new(temp.x, temp.z)
self.goal:clamp(self.bounds)
self:gotoState('MoveToPosition')
end
--------------------------------------------------------------------------------
-- state: Base
local Base = Character:addState('Base')
local dict = {"ne", "n", "nw", "w", "sw", "s", "se", "e"}
local function getOrientation(vec)
dir = math.floor(4*math.atan2(-vec.y,vec.x)/math.pi+0.5)%8+1
return dict[dir]
end
function Base:update (dt)
-- First determine desired direction...
if math.abs(self.velocity.x)+math.abs(self.velocity.y)>0 then
self.direction = getOrientation(self.velocity)
end
-- then adjust speed...
local speed = Map.WALK_SPEED
if love.keyboard.isDown("lctrl") then
speed = Map.SNEAK_SPEED
elseif love.keyboard.isDown("lshift") then
speed = Map.RUN_SPEED
end
self.velocity = self.velocity * speed
-- do not move outside of map...
local temp = self.position + self.velocity
local b = self.bounds
if temp.x < b.position.x or temp.x > b.width then
self.velocity.x = 0
if self.goal then self.goal.x = self.position.x end
end
if temp.y < b.position.y or temp.y > b.height then
self.velocity.y = 0
if self.goal then self.goal.y = self.position.y end
end
-- finally, update direction and postion if we move.
if math.abs(self.velocity.x)+math.abs(self.velocity.y)>0 then
self.direction = getOrientation(self.velocity)
self.position = self.position + self.velocity
end
end
--------------------------------------------------------------------------------
-- state: ArrowKeysMovement
local ArrowKeysMovement = Character:addState('ArrowKeysMovement', Base)
function ArrowKeysMovement:update (dt)
-- determine direction in world coordinates
local d = Vector2:new(0,0)
if love.keyboard.isDown("w") or love.keyboard.isDown("up") then
d.y = -1
end
if love.keyboard.isDown("s") or love.keyboard.isDown("down") then
d.y = 1
end
if love.keyboard.isDown("a") or love.keyboard.isDown("left") then
d.x = -1
end
if love.keyboard.isDown("d") or love.keyboard.isDown("right") then
d.x = 1
end
-- scale diagonals to make movement speed natual
d:normalize()
-- adjust speed movement
d=d*Map.BASE_SPEED*dt
-- rotate to alight movement to screen
self.velocity.x = (d.x-d.y)/math.sqrt(2)
self.velocity.y = (d.x+d.y)/math.sqrt(2)
Base.update(self, dt)
end
--------------------------------------------------------------------------------
-- state: MoveToPosition
local MoveToPosition = Character:addState('MoveToPosition', Base)
function MoveToPosition:update (dt)
if not self.goal then return end
local p = self.position
local testWidth = 0.1
local test = Rect:new(p.x-testWidth/2, p.y-testWidth/2, testWidth, testWidth)
if test:intersectsWithPoint(self.goal) then
self.goal = nil
self:gotoState('ArrowKeysMovement')
else
-- determine desired move
local d = self.goal - self.position
-- round angle to align with character images and normalize
local angle = math.floor(8+math.atan2(d.x,d.y)/math.pi*4)%8*math.pi/4
d = Vector2:new(math.sin(angle),math.cos(angle))
-- adjust speed
self.velocity=d*Map.BASE_SPEED*dt
end
Base.update(self, dt)
end