107 lines
4.5 KiB
Lua
107 lines
4.5 KiB
Lua
-- require('mobdebug').start()
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EntityWalkState = Class{__includes = BaseState}
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function EntityWalkState:init(entity)
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self.entity = entity
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self.entity:changeAnimation('walk-'..self.entity.direction)
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end
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function EntityWalkState:update(dt)
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-- print("EntityWalkState - Current Position:" .. tostring(self.entity.x) .. "," .. tostring(self.entity.y))
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if self.entity.direction == 'up' then
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local move = {math.floor(self.entity.x + 0.5), math.floor(self.entity.y - self.entity.walkingSpeed * dt + 0.5)}
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if self.entity:isMoveAllowed(move) then
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self.entity.y = move[2]
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if self.entity.y + TILE_SIZE / 2 < LEVEL_RENDER_OFFSET_TOP - 2 then
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self.entity.y = self.entity.y + self.entity.walkingSpeed * dt
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Event.dispatch('back-to-wall')
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self.entity:changeState('edge')
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end
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end
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elseif self.entity.direction == 'down' then
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local move = {math.floor(self.entity.x + 0.5), math.floor(self.entity.y + self.entity.walkingSpeed * dt + 0.5)}
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if self.entity:isMoveAllowed(move) then
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self.entity.y = move[2]
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if self.entity.y + TILE_SIZE / 2 > VIRTUAL_HEIGHT - LEVEL_RENDER_OFFSET + 2 then
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self.entity.y = self.entity.y - self.entity.walkingSpeed * dt
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Event.dispatch('back-to-wall')
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self.entity:changeState('edge')
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end
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end
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elseif self.entity.direction == 'right' then
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local move = {math.floor(self.entity.x + self.entity.walkingSpeed * dt + 0.5), math.floor(self.entity.y + 0.5)}
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if self.entity:isMoveAllowed(move) then
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self.entity.x = move[1]
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if self.entity.x + TILE_SIZE / 2 > VIRTUAL_WIDTH - TILE_SIZE / 2 + 2 or self.entity.previousdirection == 'left' then
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self.entity.x = self.entity.x - self.entity.walkingSpeed * dt
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Event.dispatch('back-to-wall')
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self.entity:changeState('edge')
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end
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end
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elseif self.entity.direction == 'left' then
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local move = {math.floor(self.entity.x - self.entity.walkingSpeed * dt + 0.5),math.floor(self.entity.y + 0.5)}
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if self.entity:isMoveAllowed(move) then
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self.entity.x = move[1]
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if self.entity.x < 0 or self.entity.previousdirection == 'right' then
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self.entity.x = self.entity.x + self.entity.walkingSpeed * dt
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Event.dispatch('back-to-wall')
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self.entity:changeState('edge')
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end
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end
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end
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if love.keyboard.isDown('left') then
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if self.entity.direction ~= 'left' then
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self.entity.previousDirection = self.entity.direction
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Event.dispatch('change-direction')
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else
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Event.dispatch('walking')
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end
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self.entity.direction = 'left'
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self.entity:changeAnimation('walk-left')
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elseif love.keyboard.isDown('right') then
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if self.entity.direction ~= 'right' then
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self.entity.previousDirection = self.entity.direction
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Event.dispatch('change-direction')
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else
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Event.dispatch('walking')
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end
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self.entity.direction = 'right'
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self.entity:changeAnimation('walk-right')
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elseif love.keyboard.isDown('up') then
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if self.entity.direction ~= 'up' then
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self.entity.previousDirection = self.entity.direction
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Event.dispatch('change-direction')
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else
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Event.dispatch('walking')
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end
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self.entity.direction = 'up'
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self.entity:changeAnimation('walk-up')
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elseif love.keyboard.isDown('down') then
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if self.entity.direction ~= 'down' then
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self.entity.previousDirection = self.entity.direction
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Event.dispatch('change-direction')
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else
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Event.dispatch('walking')
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end
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self.entity.direction = 'down'
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self.entity:changeAnimation('walk-down')
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else
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self.entity:changeState('idle')
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end
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if not self.entity:insideBounds() then
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Event.dispatch('back-to-wall')
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self.entity:changeState('edge')
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end
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end
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function EntityWalkState:render()
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local anim = self.entity.currentAnimation
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love.graphics.draw(gTextures[anim.texture], gFrames[anim.texture][anim:getCurrentFrame()],self.entity.x, self.entity.y)
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-- love.graphics.setColor(255, 0, 255, 255)
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-- love.graphics.rectangle('line', self.entity.x, self.entity.y, self.entity.width, self.entity.height)
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-- love.graphics.setColor(255, 255, 255, 255)
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end
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