1 Commits

Author SHA1 Message Date
56ffd396bc movement update and fixes 2021-12-27 17:18:47 +01:00
5 changed files with 89 additions and 82 deletions

View File

@@ -10,6 +10,4 @@ Lua game inspired by an old arcade game(Qix/Gals Panic) using LOVE2D for Linux.
- Add more pictures (manga?)
- Fix Mesh
- Fix balls sometimes attaching to the lines

View File

@@ -39,8 +39,13 @@ function Player:init(def, level )
end
function Player:isMoveAllowed(point)
print("Player:isMoveAllowed " .. tostring(point[1]) .. "," .. tostring(point[2]))
point = {point[1] + self.width/2, point[2] + self.width/2}
print("Player:isMoveAllowed " .. tostring(point[1]) .. "," .. tostring(point[2]))
for i,segment in pairs (self.trailSegments) do
if segment:pointInSegment(point) then
print("Player:isMoveAllowed = false")
print_r(segment)
return false
end
end

View File

@@ -1,5 +1,4 @@
-- require('mobdebug').start()
Segment = Class {}
local symbols = {['up'] = 207, ['down'] = 209, ['right'] = 199, ['left'] = 182}
@@ -20,7 +19,8 @@ end
function Segment:render()
love.graphics.setColor(self.color.r, self.color.g, self.color.b, 255)
love.graphics.setLineWidth(self.lineWidth)
love.graphics.line(self.firstPointX,self.firstPointY,self.secondPointX, self.secondPointY)
love.graphics.line(self.firstPointX, self.firstPointY, self.secondPointX,
self.secondPointY)
love.graphics.setColor(255, 255, 255, 255)
@@ -31,11 +31,15 @@ function Segment:render()
end
function Segment:segmentToPoints()
return self.firstPointX, self.firstPointY, self.secondPointX, self.secondPointY
return self.firstPointX, self.firstPointY, self.secondPointX,
self.secondPointY
end
function Segment:length()
return math.sqrt( (self.secondPointX - self.firstPointX) * (self.secondPointX - self.firstPointX) + (self.secondPointY - self.firstPointY) * (self.secondPointY - self.firstPointY) )
return math.sqrt((self.secondPointX - self.firstPointX) *
(self.secondPointX - self.firstPointX) +
(self.secondPointY - self.firstPointY) *
(self.secondPointY - self.firstPointY))
end
function Segment:sideOfSegment(x, y)
@@ -55,9 +59,7 @@ function Segment:sideOfSegment(x,y)
end
function Segment:debug(msg)
if not msg then
msg = ''
end
if not msg then msg = '' end
-- print("Segment:debug ".. msg .." ...............")
-- print("FirstPoint: "..tostring(self.firstPointX)..','..tostring(self.firstPointY))
-- print("SecondPoint: "..tostring(self.secondPointX)..','..tostring(self.secondPointY))
@@ -72,22 +74,22 @@ function Segment:copy()
copy.secondPointY = self.secondPointY
copy.lineWidth = self.lineWidth
copy.face = self.face
return Segment({copy.firstPointX,copy.firstPointY},{copy.secondPointX,copy.secondPointY},copy.lineWidth, copy.face)
return Segment({copy.firstPointX, copy.firstPointY},
{copy.secondPointX, copy.secondPointY}, copy.lineWidth,
copy.face)
end
function Segment:endEqualsStartOf(s)
-- segments are linked at the end of this one
if self.secondPointX == s.firstPointX and
self.secondPointY == s.firstPointY then
if self.secondPointX == s.firstPointX and self.secondPointY == s.firstPointY then
return true
end
return false
end
function Segment:endEqualsEndOf(s)
-- segments are linked at the end of this one
if self.secondPointX == s.secondPointX and self.secondPointY == s.secondPointY then
return true
end
if self.secondPointX == s.secondPointX and self.secondPointY ==
s.secondPointY then return true end
return false
end
@@ -129,27 +131,17 @@ function Segment:splitInTwoWithPoint(point) -- number
local s1, s2 = {}
if point > 0 then
if self.vertical then
s1 = Segment(
{self.firstPointX, self.firstPointY},
{self.secondPointX, point},
self.lineWidth, self.face
)
s2 = Segment(
{self.firstPointX, point},
{self.secondPointX,self.secondPointY},
self.lineWidth, self.face
)
s1 = Segment({self.firstPointX, self.firstPointY},
{self.secondPointX, point}, self.lineWidth, self.face)
s2 = Segment({self.firstPointX, point},
{self.secondPointX, self.secondPointY}, self.lineWidth,
self.face)
else
s1 = Segment(
{self.firstPointX, self.firstPointY},
{point, self.secondPointY},
self.lineWidth, self.face
)
s2 = Segment(
{point, self.firstPointY},
{self.secondPointX,self.secondPointY},
self.lineWidth, self.face
)
s1 = Segment({self.firstPointX, self.firstPointY},
{point, self.secondPointY}, self.lineWidth, self.face)
s2 = Segment({point, self.firstPointY},
{self.secondPointX, self.secondPointY}, self.lineWidth,
self.face)
end
else
return nil, nil
@@ -181,16 +173,14 @@ function Segment:joinPerpendicular(s)
-- changes the self, not the parameter
if s.vertical then
local sx = s.firstPointX
if math.abs(self.firstPointX - sx) <
math.abs(self.secondPointX - sx) then
if math.abs(self.firstPointX - sx) < math.abs(self.secondPointX - sx) then
self.firstPointX = sx
else
self.secondPointX = sx
end
else
local sy = s.firstPointY
if math.abs(self.firstPointY - sy) <
math.abs(self.secondPointY - sy) then
if math.abs(self.firstPointY - sy) < math.abs(self.secondPointY - sy) then
self.firstPointY = sy
else
self.secondPointY = sy
@@ -259,10 +249,10 @@ function Segment:compare(s)
return self.firstPointY - s.firstPointY
end
else
return (self.firstPointX + self.firstPointY +
self.secondPointX + self.secondPointY) - (
s.firstPointX + s.firstPointY + s.secondPointX
+s.secondPointY)
return (self.firstPointX + self.firstPointY + self.secondPointX +
self.secondPointY) -
(s.firstPointX + s.firstPointY + s.secondPointX +
s.secondPointY)
end
end
@@ -289,20 +279,29 @@ function Segment:splitInThreeWithSegments(s1,s2)
return p1, p2, p3
end
function Segment:insert(list)
end
function Segment:insert(list) end
function Segment:pointInSegment(point)
-- remove "+ 8" and replace by sprite.width / 2
if self.direction == 'up' or self.direction == 'down' then
if point[1] <= self.firstPointX + 1 and
point[1] >= self.firstPointX - 1 then
return true
if point[1] <= self.firstPointX + 1 and point[1] >= self.firstPointX - 1 then
if self.direction == 'down' then
if point[2] >= self.firstPointY and point[2] <=
self.secondPointY then return true end
else
if point[2] >= self.secondPointY and point[2] <=
self.firstPointY then return true end
end
end
else
if point[2] <= self.firstPointY + 1 and
point[2] >= self.firstPointY - 1 then
return true
if point[2] <= self.firstPointY + 1 and point[2] >= self.firstPointY - 1 then
if self.direction == 'right' then
if point[1] >= self.firstPointX and point[1] <=
self.secondPointX then return true end
else
if point[1] >= self.secondPointX and point[1] <=
self.firstPointX then return true end
end
end
end

View File

@@ -25,9 +25,9 @@ function Entity:changeState(name)
-- printChangeState to "..name)
end
-- function Entity:isMoveAllowed(point)
-- return point.x, point.y
-- end
function Entity:isMoveAllowed(point)
return true
end
function Entity:changeAnimation(name)
self.currentAnimation = self.animations[name]

View File

@@ -9,9 +9,11 @@ function EntityWalkState:init(entity)
end
function EntityWalkState:update(dt)
-- print("EntityWalkState - Current Position:" .. tostring(self.entity.x) .. "," .. tostring(self.entity.y))
if self.entity.direction == 'up' then
if self.entity:isMoveAllowed({self.entity.x, self.entity.y - self.entity.walkingSpeed * dt}) then
self.entity.y = self.entity.y - self.entity.walkingSpeed * dt
local move = {math.floor(self.entity.x + 0.5), math.floor(self.entity.y - self.entity.walkingSpeed * dt + 0.5)}
if self.entity:isMoveAllowed(move) then
self.entity.y = move[2]
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')
@@ -19,8 +21,9 @@ function EntityWalkState:update(dt)
end
end
elseif self.entity.direction == 'down' then
if self.entity:isMoveAllowed({self.entity.x, self.entity.y + self.entity.walkingSpeed * dt}) then
self.entity.y = self.entity.y + self.entity.walkingSpeed * dt
local move = {math.floor(self.entity.x + 0.5), math.floor(self.entity.y + self.entity.walkingSpeed * dt + 0.5)}
if self.entity:isMoveAllowed(move) then
self.entity.y = move[2]
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')
@@ -28,8 +31,9 @@ function EntityWalkState:update(dt)
end
end
elseif self.entity.direction == 'right' then
if self.entity:isMoveAllowed({self.entity.x + self.entity.walkingSpeed * dt, self.entity.y}) then
self.entity.x = self.entity.x + self.entity.walkingSpeed * dt
local move = {math.floor(self.entity.x + self.entity.walkingSpeed * dt + 0.5), math.floor(self.entity.y + 0.5)}
if self.entity:isMoveAllowed(move) then
self.entity.x = move[1]
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')
@@ -37,8 +41,9 @@ function EntityWalkState:update(dt)
end
end
elseif self.entity.direction == 'left' then
if self.entity:isMoveAllowed({self.entity.x - self.entity.walkingSpeed * dt, self.entity.y}) then
self.entity.x = self.entity.x - self.entity.walkingSpeed * dt
local move = {math.floor(self.entity.x - self.entity.walkingSpeed * dt + 0.5),math.floor(self.entity.y + 0.5)}
if self.entity:isMoveAllowed(move) then
self.entity.x = move[1]
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')