first commit

This commit is contained in:
2021-12-18 20:10:30 +01:00
parent 4d04f63b99
commit 215bed9faf
108 changed files with 3630 additions and 0 deletions

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-- require('mobdebug').start()
EntityBaseState = Class{}
function EntityBaseState:init(entity)
self.entity = entity
end
function EntityBaseState:update(dt) end
function EntityBaseState:enter() end
function EntityBaseState:exit() end
function EntityBaseState:processAI(params, dt) end
function EntityBaseState:render()
local anim = self.entity.currentAnimation
love.graphics.draw(gTextures[anim.texture], gFrames[anim.texture][anim:getCurrentFrame()],
math.floor(self.entity.x), math.floor(self.entity.y))
end

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-- require('mobdebug').start()
EntityIdleState = Class{__includes = BaseState}
function EntityIdleState:init(entity)
self.entity = entity
self.entity:changeAnimation('idle-' .. self.entity.direction)
end
function EntityIdleState:update(dt)
if love.keyboard.isDown('left') or love.keyboard.isDown('right') or
love.keyboard.isDown('up') or love.keyboard.isDown('down') then
if not self.entity:onTheEdge() then
Event.dispatch('walking')
self.entity:changeState('walk')
else
Event.dispatch('on-edge')
self.entity:changeState('edge')
end
end
end
function EntityIdleState:render()
local anim = self.entity.currentAnimation
love.graphics.draw(gTextures[anim.texture], gFrames[anim.texture][anim:getCurrentFrame()],self.entity.x, self.entity.y)
-- love.graphics.setColor(255, 0, 255, 255)
-- love.graphics.rectangle('line', self.entity.x, self.entity.y, self.entity.width, self.entity.height)
-- love.graphics.setColor(255, 255, 255, 255)
end

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-- require('mobdebug').start()
EntityWalkEdgeState = Class{__includes = BaseState}
function EntityWalkEdgeState:init(entity)
self.entity = entity
self.entity:changeAnimation('walk-'..self.entity.direction)
end
function EntityWalkEdgeState:update(dt)
local dy = self.entity.walkingSpeed * dt
local dx = self.entity.walkingSpeed * dt
if self.entity.direction == 'left' then
if self.entity.level:pointOnEdge(self.entity.x - dx + TILE_SIZE / 2, self.entity.y + TILE_SIZE / 2) then
self.entity.x = self.entity.x - dx
Event.dispatch('on-edge')
else
if self.entity.level:insideBounds(self.entity.x + TILE_SIZE / 2 - dx, self.entity.y + TILE_SIZE / 2) then
self.entity:changeState('walk')
Event.dispatch('walking')
self.entity.x = self.entity.x - dx
end
end
elseif self.entity.direction == 'right' then
if self.entity.level:pointOnEdge(self.entity.x + dx + TILE_SIZE / 2, self.entity.y + TILE_SIZE / 2) then
self.entity.x = self.entity.x + dx
Event.dispatch('on-edge')
else
if self.entity.level:insideBounds(self.entity.x + TILE_SIZE / 2 + dx, self.entity.y + TILE_SIZE / 2) then
self.entity:changeState('walk')
Event.dispatch('walking')
self.entity.x = self.entity.x + dx
end
end
elseif self.entity.direction == 'up' then
if self.entity.level:pointOnEdge(self.entity.x + TILE_SIZE / 2, self.entity.y - dy + TILE_SIZE / 2) then
self.entity.y = self.entity.y - dy
Event.dispatch('on-edge')
else
if self.entity.level:insideBounds(self.entity.x + TILE_SIZE / 2, self.entity.y + TILE_SIZE / 2 - dy) then
self.entity:changeState('walk')
Event.dispatch('walking')
self.entity.y = self.entity.y - dy
end
end
elseif self.entity.direction == 'down' then
if self.entity.level:pointOnEdge(self.entity.x + TILE_SIZE / 2, self.entity.y + dy + TILE_SIZE / 2) then
self.entity.y = self.entity.y + dy
Event.dispatch('on-edge')
else
if self.entity.level:insideBounds(self.entity.x + TILE_SIZE / 2, self.entity.y + TILE_SIZE / 2 + dy) then
self.entity:changeState('walk')
Event.dispatch('walking')
self.entity.y = self.entity.y + dy
end
end
end
if love.keyboard.isDown('left') then
if self.entity.direction ~= 'left' then
self.entity.previousDirection = self.entity.direction
end
self.entity.direction = 'left'
self.entity:changeAnimation('walk-left')
elseif love.keyboard.isDown('right') then
if self.entity.direction ~= 'right' then
self.entity.previousDirection = self.entity.direction
end
self.entity.direction = 'right'
self.entity:changeAnimation('walk-right')
elseif love.keyboard.isDown('up') then
if self.entity.direction ~= 'up' then
self.entity.previousDirection = self.entity.direction
end
self.entity.direction = 'up'
self.entity:changeAnimation('walk-up')
elseif love.keyboard.isDown('down') then
if self.entity.direction ~= 'down' then
self.entity.previousDirection = self.entity.direction
end
self.entity.direction = 'down'
self.entity:changeAnimation('walk-down')
else
self.entity:changeState('idle')
end
end
function EntityWalkEdgeState:render()
local anim = self.entity.currentAnimation
love.graphics.draw(gTextures[anim.texture], gFrames[anim.texture][anim:getCurrentFrame()],self.entity.x, self.entity.y)
-- love.graphics.setColor(255, 0, 255, 255)
-- love.graphics.rectangle('line', self.entity.x, self.entity.y, self.entity.width, self.entity.height)
-- love.graphics.setColor(255, 255, 255, 255)
end

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-- require('mobdebug').start()
EntityWalkState = Class{__includes = BaseState}
function EntityWalkState:init(entity)
self.entity = entity
self.entity:changeAnimation('walk-'..self.entity.direction)
end
function EntityWalkState:update(dt)
if self.entity.direction == 'up' then
self.entity.y = self.entity.y - self.entity.walkingSpeed * dt
if self.entity.y + TILE_SIZE / 2 < LEVEL_RENDER_OFFSET_TOP - 2 then
self.entity.y = self.entity.y + self.entity.walkingSpeed * dt
Event.dispatch('back-to-wall')
self.entity:changeState('edge')
end
elseif self.entity.direction == 'down' then
self.entity.y = self.entity.y + self.entity.walkingSpeed * dt
if self.entity.y + TILE_SIZE / 2 > VIRTUAL_HEIGHT - LEVEL_RENDER_OFFSET + 2 then
self.entity.y = self.entity.y - self.entity.walkingSpeed * dt
Event.dispatch('back-to-wall')
self.entity:changeState('edge')
end
elseif self.entity.direction == 'right' then
self.entity.x = self.entity.x + self.entity.walkingSpeed * dt
if self.entity.x + TILE_SIZE / 2 > VIRTUAL_WIDTH - TILE_SIZE / 2 + 2 or self.entity.previousdirection == 'left' then
self.entity.x = self.entity.x - self.entity.walkingSpeed * dt
Event.dispatch('back-to-wall')
self.entity:changeState('edge')
end
elseif self.entity.direction == 'left' then
self.entity.x = self.entity.x - self.entity.walkingSpeed * dt
if self.entity.x < 0 or self.entity.previousdirection == 'right' then
self.entity.x = self.entity.x + self.entity.walkingSpeed * dt
Event.dispatch('back-to-wall')
self.entity:changeState('edge')
end
end
if love.keyboard.isDown('left') then
if self.entity.direction ~= 'left' then
self.entity.previousDirection = self.entity.direction
Event.dispatch('change-direction')
else
Event.dispatch('walking')
end
self.entity.direction = 'left'
self.entity:changeAnimation('walk-left')
elseif love.keyboard.isDown('right') then
if self.entity.direction ~= 'right' then
self.entity.previousDirection = self.entity.direction
Event.dispatch('change-direction')
else
Event.dispatch('walking')
end
self.entity.direction = 'right'
self.entity:changeAnimation('walk-right')
elseif love.keyboard.isDown('up') then
if self.entity.direction ~= 'up' then
self.entity.previousDirection = self.entity.direction
Event.dispatch('change-direction')
else
Event.dispatch('walking')
end
self.entity.direction = 'up'
self.entity:changeAnimation('walk-up')
elseif love.keyboard.isDown('down') then
if self.entity.direction ~= 'down' then
self.entity.previousDirection = self.entity.direction
Event.dispatch('change-direction')
else
Event.dispatch('walking')
end
self.entity.direction = 'down'
self.entity:changeAnimation('walk-down')
else
self.entity:changeState('idle')
end
if not self.entity:insideBounds() then
Event.dispatch('back-to-wall')
self.entity:changeState('edge')
end
end
function EntityWalkState:render()
local anim = self.entity.currentAnimation
love.graphics.draw(gTextures[anim.texture], gFrames[anim.texture][anim:getCurrentFrame()],self.entity.x, self.entity.y)
-- love.graphics.setColor(255, 0, 255, 255)
-- love.graphics.rectangle('line', self.entity.x, self.entity.y, self.entity.width, self.entity.height)
-- love.graphics.setColor(255, 255, 255, 255)
end