mirror of
https://github.com/libretro/lutro-platformer.git
synced 2024-11-23 08:09:51 +00:00
423 lines
9.2 KiB
Lua
423 lines
9.2 KiB
Lua
require "collisions"
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local ninja = {}
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ninja.__index = ninja
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function newNinja(object)
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local n = object
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n.width = 16
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n.height = 32
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n.xspeed = 0
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n.yspeed = 0
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n.xaccel = 900
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n.yaccel = 600
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n.max_xspeed = 150
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n.max_yspeed = 280
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n.friction = 20
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n.groundfriction = 20
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n.airfriction = 2
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n.direction = "right"
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n.stance = "fall"
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n.type = "ninja"
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n.DO_JUMP = 0
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n.DO_THROW = 0
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n.DO_SWORD = 0
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n.DO_DASH = 0
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n.hit = 0
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n.dying = 0
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n.throw = 0
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n.sword = 0
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n.yoffset = 0
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n.dash = 0
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-- n.x2 = 0
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-- n.y2 = 0
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n.grounded = false
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n.animations = {
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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)
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},
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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)
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},
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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)
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},
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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)
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},
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duck = {
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left = newAnimation(lutro.graphics.newImage(
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"assets/ninja_duck_left.png"), 48, 48, 1, 10),
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right = newAnimation(lutro.graphics.newImage(
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"assets/ninja_duck_right.png"), 48, 48, 1, 10)
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},
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hit = {
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left = newAnimation(lutro.graphics.newImage(
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"assets/ninja_hit_left.png"), 48, 48, 1, 10),
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right = newAnimation(lutro.graphics.newImage(
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"assets/ninja_hit_right.png"), 48, 48, 1, 10)
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},
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dead = {
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left = newAnimation(lutro.graphics.newImage(
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"assets/ninja_dead_left.png"), 48, 48, 100, 10),
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right = newAnimation(lutro.graphics.newImage(
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"assets/ninja_dead_right.png"), 48, 48, 100, 10)
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},
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throw = {
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left = newAnimation(lutro.graphics.newImage(
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"assets/ninja_throw_left.png"), 48, 48, 1, 30),
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right = newAnimation(lutro.graphics.newImage(
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"assets/ninja_throw_right.png"), 48, 48, 1, 30)
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},
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sword = {
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left = newAnimation(lutro.graphics.newImage(
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"assets/ninja_sword_left.png"), 48, 48, 1, 30),
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right = newAnimation(lutro.graphics.newImage(
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"assets/ninja_sword_right.png"), 48, 48, 1, 30)
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},
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}
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n.anim = n.animations[n.stance][n.direction]
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return setmetatable(n, ninja)
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end
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function ninja:on_the_ground()
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return (solid_at(self.x + 1, self.y + self.height, self)
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or solid_at(self.x + self.width - 1, self.y + self.height, self))
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and self.yspeed >= 0
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and hp > 0
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end
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function ninja:update(dt)
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self.grounded = self:on_the_ground()
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if hp <= 0 then
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self.dying = self.dying + 1
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self.anim = self.animations["dead"][self.direction]
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self.anim:update(dt)
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if self.dying == 1 then
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lutro.audio.play(sfx_dead)
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end
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if self.dying == 40 then
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lutro.audio.play(sfx_gameover)
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self.yspeed = -300
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end
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if self.dying >= 40 then
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self.yspeed = self.yspeed + self.yaccel * dt
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self.y = self.y + dt * self.yspeed
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end
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return
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end
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if self.throw > 0 then
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self.throw = self.throw - 1
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else
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self.throw = 0
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end
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if self.sword > 0 then
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self.sword = self.sword - 1
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else
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self.sword = 0
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end
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if self.sword == 1 then
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entities_remove(sword)
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end
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if self.hit > 0 then
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self.hit = self.hit - 1
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end
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if self.dash > 0 then
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self.dash = self.dash - 1
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end
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-- gravity
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if not self.grounded then
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self.yspeed = self.yspeed + self.yaccel * dt
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self.yspeed = math.min(self.yspeed, self.max_yspeed)
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self.y = self.y + dt * self.yspeed
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end
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-- jumping
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if JOY_B and self.hit == 0 then
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self.DO_JUMP = self.DO_JUMP + 1
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else
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self.DO_JUMP = 0
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end
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if self.DO_JUMP == 1 and JOY_DOWN and self.yspeed == 0
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and not solid_at(self.x + 1, self.y + self.height + 10)
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and not solid_at(self.x + self.width - 1, self.y + self.height + 10)
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then
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self.y = self.y + 10
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elseif self.DO_JUMP == 1 and self.grounded then
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self.y = self.y - 1 - self.yoffset
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self.yspeed = -210
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lutro.audio.play(sfx_jump)
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end
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-- variable jump height
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if self.DO_JUMP > 1 and self.DO_JUMP <= 50 and self.yspeed < 0 then
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self.yspeed = self.yspeed - 4
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end
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-- additionnal frames of hang time at the top of a high jump
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if not self.grounded and self.DO_JUMP > 1 and math.abs(self.yspeed) <= 20 then
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self.y = self.y - dt * self.yspeed
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end
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-- throwing
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if JOY_A and self.hit == 0 then
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self.DO_THROW = self.DO_THROW + 1
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else
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self.DO_THROW = 0
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end
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if self.DO_THROW == 1 and self.throw == 0 then
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lutro.audio.play(sfx_throw)
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self.throw = 15
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table.insert(entities, newShuriken())
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end
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-- sword swinging
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if JOY_Y and self.hit == 0 then
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self.DO_SWORD = self.DO_SWORD + 1
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else
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self.DO_SWORD = 0
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end
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if self.DO_SWORD == 1 and self.sword == 0 then
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lutro.audio.play(sfx_throw)
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self.sword = 15
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sword = newSword(self)
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table.insert(entities, sword)
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end
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if JOY_X and self.dash == 0 then
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self.DO_DASH = self.DO_DASH + 1
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else
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self.DO_DASH = 0
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end
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-- if self.DO_DASH == 1 and self.dash == 0 then
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-- self.x2 = self.x
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-- self.y2 = self.y
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-- lutro.audio.play(sfx_throw)
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-- self.dash = 30
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-- if self.direction == "right" then
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-- self.xspeed = 400
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-- else
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-- self.xspeed = -400
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-- end
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-- end
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-- moving
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if JOY_LEFT and self.hit == 0 and self.sword == 0 and not JOY_DOWN then
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self.xspeed = self.xspeed - self.xaccel * dt;
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self.xspeed = math.max(self.xspeed, -self.max_xspeed)
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self.direction = "left";
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end
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if JOY_RIGHT and self.hit == 0 and self.sword == 0 and not JOY_DOWN then
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self.xspeed = self.xspeed + self.xaccel * dt;
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self.xspeed = math.min(self.xspeed, self.max_xspeed)
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self.direction = "right";
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end
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-- apply speed
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self.x = self.x + self.xspeed * dt;
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-- decelerating
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self.friction = self.grounded and self.groundfriction or self.airfriction
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if not JOY_RIGHT and not JOY_LEFT
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then
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if self.xspeed > 0 then
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self.xspeed = self.xspeed - self.friction
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if self.xspeed < 0 then
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self.xspeed = 0;
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end
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elseif self.xspeed < 0 then
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self.xspeed = self.xspeed + self.friction;
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if self.xspeed > 0 then
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self.xspeed = 0;
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end
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end
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end
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-- animations
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if self.grounded then
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if self.xspeed == 0 then
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self.stance = "stand"
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else
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self.stance = "run"
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end
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else
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if self.yspeed > 0 then
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self.stance = "fall"
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else
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self.stance = "jump"
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end
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end
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if self.grounded and JOY_DOWN then
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self.xspeed = 0
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self.stance = "duck"
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end
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if self.throw > 0 then
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self.stance = "throw"
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end
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if self.sword > 0 then
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self.stance = "sword"
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end
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if self.hit > 0 then
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self.stance = "hit"
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end
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if self.stance == "duck" then
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if self.yoffset == 0 then
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self.y = self.y + 16
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end
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self.yoffset = 16
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self.height = 16
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else
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if self.yoffset == 16 then
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self.y = self.y - 16
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end
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self.yoffset = 0
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self.height = 32
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end
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local anim = self.animations[self.stance][self.direction]
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-- always animate from first frame
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if anim ~= self.anim then
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anim.timer = 0
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end
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self.anim = anim;
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self.anim:update(dt)
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end
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function ninja:draw()
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self.anim:draw(self.x - 16, self.y - 16 - self.yoffset)
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-- if self.dash > 0 then
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-- self.anim:draw(self.x2 - 16, self.y2 - 16)
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-- end
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end
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function ninja:on_collide(e1, e2, dx, dy)
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if hp <= 0 then
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return
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end
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if e2.type == "ground" then
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if math.abs(dy) < math.abs(dx) and dy ~= 0 then
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if self.yspeed > 200 then
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lutro.audio.play(sfx_step)
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end
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self.yspeed = 0
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self.y = self.y + dy
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end
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if math.abs(dx) < math.abs(dy) and dx ~= 0 then
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self.xspeed = 0
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self.x = self.x + dx
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end
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elseif e2.type == "slopeleft" and self.DO_JUMP == 0 then
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if self.yspeed > 200 then
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lutro.audio.play(sfx_step)
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end
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self.yspeed = 0
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self.y = e2.y - self.height + e2.height -((self.x + self.width - e2.x) / (e2.width / e2.height))
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if self.x + self.width >= e2.x + e2.width then
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self.y = e2.y - self.height
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end
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if self.x + self.width < e2.x + 4 then
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self.y = e2.y + e2.height - self.height
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end
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elseif e2.type == "sloperight" and self.DO_JUMP == 0 then
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if self.yspeed > 200 then
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lutro.audio.play(sfx_step)
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end
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self.yspeed = 0
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self.y = e2.y - self.height +((self.x + 0 - e2.x) / (e2.width / e2.height))
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if self.x <= e2.x then
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self.y = e2.y - self.height
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end
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if self.x > e2.x + e2.width then
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self.y = e2.y + e2.height - self.height
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end
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elseif e2.type == "bridge" or e2.type == "elevator" then
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if dy ~= 0 and self.yspeed > 0
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and self.y + self.height > e2.y
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and self.grounded
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then
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self.yspeed = 0
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self.y = self.y + dy
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lutro.audio.play(sfx_step)
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end
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elseif e2.type == "spikes" then
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hp = 0
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elseif (e2.type == "obake" or e2.type == "porc" or e2.type == "demon")
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and self.hit == 0 and e2.die == 0 then
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lutro.audio.play(sfx_hit)
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screen_shake = 15
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self.hit = 60
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if dx > 0 then
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self.xspeed = 200
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else
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self.xspeed = -200
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end
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self.y = self.y - 1
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self.yspeed = -1
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hp = hp - 1
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elseif (e2.type == "fireball")
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and self.hit == 0 and e2.die == 0 then
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lutro.audio.play(sfx_hit)
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screen_shake = 15
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self.hit = 60
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if dx > 0 then
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self.xspeed = 200
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else
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self.xspeed = -200
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end
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self.y = self.y - 1
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self.yspeed = -1
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hp = hp - 1
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end
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end
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