Files
SpiderCut/src/states/entity/EntityWalkState.lua
2021-12-27 17:18:47 +01:00

107 lines
4.5 KiB
Lua

-- 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)
-- print("EntityWalkState - Current Position:" .. tostring(self.entity.x) .. "," .. tostring(self.entity.y))
if self.entity.direction == 'up' then
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')
self.entity:changeState('edge')
end
end
elseif self.entity.direction == 'down' then
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')
self.entity:changeState('edge')
end
end
elseif self.entity.direction == 'right' then
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')
self.entity:changeState('edge')
end
end
elseif self.entity.direction == 'left' then
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')
self.entity:changeState('edge')
end
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