lutro-platformer/ninja.lua

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require "collisions"
local ninja = {}
ninja.__index = ninja
function newNinja()
local n = {}
n.width = 16
n.height = 32
n.xspeed = 0
n.yspeed = 0
n.xaccel = 200
n.yaccel = 1000
n.x = (SCREEN_WIDTH - n.width) / 2
n.y = (SCREEN_HEIGHT - n.height) / 2
n.direction = "left"
n.stance = "fall"
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n.DO_JUMP = 0
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n.animations = {
stand = {
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left = newAnimation(lutro.graphics.newImage(
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"assets/ninja_stand_left.png"), 48, 48, 100, 10),
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right = newAnimation(lutro.graphics.newImage(
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"assets/ninja_stand_right.png"), 48, 48, 100, 10)
},
run = {
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left = newAnimation(lutro.graphics.newImage(
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"assets/ninja_run_left.png"), 48, 48, 1, 10),
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right = newAnimation(lutro.graphics.newImage(
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"assets/ninja_run_right.png"), 48, 48, 1, 10)
},
jump = {
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left = newAnimation(lutro.graphics.newImage(
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"assets/ninja_jump_left.png"), 48, 48, 1, 10),
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right = newAnimation(lutro.graphics.newImage(
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"assets/ninja_jump_right.png"), 48, 48, 1, 10)
},
fall = {
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left = newAnimation(lutro.graphics.newImage(
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"assets/ninja_fall_left.png"), 48, 48, 1, 10),
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right = newAnimation(lutro.graphics.newImage(
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"assets/ninja_fall_right.png"), 48, 48, 1, 10)
},
}
n.anim = n.animations[n.stance][n.direction]
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n.sfx = {
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jump = lutro.audio.newSource("assets/jump.wav"),
step = lutro.audio.newSource("assets/step.wav")
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}
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return setmetatable(n, ninja)
end
function ninja:on_the_ground()
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return solid_at(self.x + 1, self.y + 32, self)
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or solid_at(self.x + 15, self.y + 32, self)
end
function ninja:update(dt)
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local JOY_LEFT = lutro.input.joypad("left")
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local JOY_RIGHT = lutro.input.joypad("right")
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local JOY_A = lutro.input.joypad("a")
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-- gravity
if not self:on_the_ground() then
self.yspeed = self.yspeed + self.yaccel * dt
self.y = self.y + dt * self.yspeed
end
-- jumping
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if JOY_A then
self.DO_JUMP = self.DO_JUMP + 1
else
self.DO_JUMP = 0
end
if self.DO_JUMP == 1 and self:on_the_ground() then
self.y = self.y - 1
self.yspeed = -300
lutro.audio.play(self.sfx.jump)
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end
-- moving
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if JOY_LEFT then
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self.xspeed = self.xspeed - self.xaccel * dt;
if self.xspeed < -200 then
self.xspeed = -200
end
self.direction = "left";
end
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if JOY_RIGHT then
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self.xspeed = self.xspeed + self.xaccel * dt;
if self.xspeed > 200 then
self.xspeed = 200
end
self.direction = "right";
end
-- apply speed
self.x = self.x + self.xspeed * dt;
-- decelerating
if not (JOY_RIGHT and self.xspeed > 0)
and not (JOY_LEFT and self.xspeed < 0)
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and self:on_the_ground()
then
if self.xspeed > 0 then
self.xspeed = self.xspeed - 10
if self.xspeed < 0 then
self.xspeed = 0;
end
elseif self.xspeed < 0 then
self.xspeed = self.xspeed + 10;
if self.xspeed > 0 then
self.xspeed = 0;
end
end
end
-- animations
if self:on_the_ground() then
if self.xspeed == 0 then
self.stance = "stand"
else
self.stance = "run"
end
else
if self.yspeed > 0 then
self.stance = "fall"
else
self.stance = "jump"
end
end
local anim = self.animations[self.stance][self.direction]
-- always animate from first frame
if anim ~= self.anim then
anim.timer = 0
end
self.anim = anim;
self.anim:update(dt)
-- camera
camera_x = - self.x + SCREEN_WIDTH/2 - self.width/2;
if camera_x > 0 then
camera_x = 0
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end
if camera_x < -(map.width * map.tilewidth) + SCREEN_WIDTH then
camera_x = -(map.width * map.tilewidth) + SCREEN_WIDTH
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end
end
function ninja:draw()
self.anim:draw(self.x - 16, self.y - 16)
end
function ninja:on_collide(e1, e2, dx, dy)
if math.abs(dy) < math.abs(dx) and dy ~= 0 then
self.yspeed = 0
self.y = self.y + dy
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lutro.audio.play(self.sfx.step)
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end
if math.abs(dx) < math.abs(dy) and dx ~= 0 then
self.xspeed = 0
self.x = self.x + dx
end
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end