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buttonaction.lua
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588 lines (515 loc) · 16 KB
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-- buttonActions
--require 'axe_throw'
button_action = {}
function button_action:new(o)
o = o or {}
setmetatable(o,self)
self.__index = self
return o
end
function button_action:load(key, name, animName, bool)
local s = {button = nil, class = nil, animation = nil, boolean = nil}
s.button = key
s.class = name
s.animation = animName
s.boolean = bool
return s
end
axe_throw = {canThrow = true, throwTimerStart = false, upTriggered = false, throwHold = 0, end_timer = 0, endtimertriggered = false, dontPlayAnim = false}
function axe_throw:new(o)
o = o or {}
setmetatable(o,self)
self.__index = self
return o
end
axe = {animator = nil, moving = false}
axeimg = love.graphics.newImage("img/MainCharacterAnimations/AxeThrow/axe.png")
axecollider = love.graphics.newImage("img/MainCharacterAnimations/AxeThrow/axe_collider.png")
function axe:new(o)
o = o or {}
setmetatable(o,self)
self.__index = self
return o
end
function axe_throw:keypressdown(key)
if key == 'k' and self.canThrow and not button.button1.boolean then
button.button1.boolean = true
self.canThrow = false
self.throwTimerStart = true
self.dontPlayAnim = false
end
end
function axe_throw:keypressup(key)
if key == 'k' and not self.canThrow then --and shootTimer >= 30 then
self.upTriggered = true
-- elseif key == 'k' and not canShoot then
-- arrowHold = 0
-- timeStart = true
-- canShoot = true
-- shootTimerStart = false
end
end
function axe_throw:update(dt)
if self.throwTimerStart then
self.throwHold = self.throwHold + 1
else
--shootTimer = 0
end
if self.throwHold >= 25 then
button.button1.animation = "AxeThrow"
--MainCharacterAnim:setMode("loop")
else
button.button1.animation = "AxeThrow"
--MainCharacterAnim:setSpeed(1)
end
if not self.canThrow and self.throwHold <= 400 then
self.throwHold = self.throwHold + 10
end
if not self.canThrow and self.throwHold >= 200 and self.upTriggered then
local xA
local b = physics:new()
if direction == 1 then
xA = player.x + player.img:getWidth()
else xA = player.x-17 --- arrow.img:getWidth()
end
--xA =player.x
self.canThrow = true
local r,g,b,alpha = love.graphics.getColor()
a = axe:new{x = xA, y = player.y-8, fastShot = false, img = axeimg, velocity_x = 230*direction, velocity_y = -400, d = direction, bounds = b, gravityIterator = 0, destroyTimer = 0, a = alpha, stopped = false}
a.animator = newCharacter("itemimg","Axe","png",0.1,"AxeSpin")
table.insert(arrowsOnScreen,a)
if quiver.arrows == quiver.arrowMax then
quiver.rechargeTimer = 0
end
quiver.arrows = quiver.arrows - 1
player.ammo = player.ammo - 1
self:resetAxe()
end
if self.endtimertriggered then
self.end_timer = 1 + self.end_timer
if self.end_timer > 7 then
self.end_timer = 0
self.endtimertriggered = false
self.dontPlayAnim = true
MainCharacterAnim:resetAction("AxeThrow")
button.button1.boolean = false
MainCharacterAnim:setAction("Idle")
end
end
for num, ar in ipairs(arrowsOnScreen) do
if ar.animator ~= nil then
ar.animator:update(dt)
end
if ar.destroyTimer >= 1 then
ar.a = ar.a-5
ar.stopped = true
end
if ar.a == 0 then
table.remove(arrowsOnScreen, num)
end
ar.x = ar.x + ar.velocity_x*dt
ar.y = ar.y + ar.velocity_y*dt
if ar.destroyTimer == 0 then
ar.velocity_y = ar.velocity_y + 28 --*.06*ar.gravityIterator
end
ar.gravityIterator = ar.gravityIterator + 1
ar.bounds = arrowBounds:get(arrowBounds,ar.x+3,ar.y-3,axecollider,1,0)
local right = ar.bounds.right
local borderLeft = ar.bounds.borderLeft
ar.bounds = arrowBounds:get(arrowBounds,ar.x+3,ar.y-3,axecollider,-1,0)
local left = ar.bounds.left
local borderRight = ar.bounds.borderRight
ar.bounds = arrowBounds:get(arrowBounds,ar.x+3,ar.y-3,axecollider,0,-1)
local grounded = ar.bounds.down
local borderDown = ar.bounds.borderDown
if (ar.d == 1 and right) or (ar.d == -1 and left)or grounded then --and ar.bounds.collided.indicator ~= 'D' then
if ar.destroyTimer <= 1 then
ar.velocity_x = 10*ar.d
else ar.velocity_x = 0
end
ar.velocity_y = 0
ar.destroyTimer = ar.destroyTimer + 1
end
end
end
function axe_throw:resetAxe()
self.throwHold = 0
--timeStart = true
self.throwTimerStart = false
self.upTriggered = false
self.endtimertriggered = true
end
function axe_throw:draw(dt)
for num, ar in ipairs(arrowsOnScreen) do
if ar.animator == nil then
local r,g,b,a = love.graphics.getColor()
love.graphics.setColor(r,g,b,ar.a)
love.graphics.draw(ar.img ,ar.x,ar.y, 0,ar.d,1)
else
local r,g,b,a = love.graphics.getColor()
love.graphics.setColor(r,g,b,ar.a)
ar.animator:draw(ar.x,ar.y,0,1,1)
love.graphics.rectangle("line",ar.x,ar.y,ar.img:getWidth(),ar.img:getHeight())
end
end
end
bomb_throw = {canThrow = true, throwTimerStart = false, upTriggered = false, throwHold = 0, end_timer = 0, endtimertriggered = false, dontPlayAnim = false}
function bomb_throw:new(o)
o = o or {}
setmetatable(o,self)
self.__index = self
return o
end
bomb = {animator = nil, moving = false}
bombimg = love.graphics.newImage("itemimg/Bomb/bomb.png")
--axecollider = love.graphics.newImage("img/MainCharacterAnimations/AxeThrow/axe_collider.png")
function bomb:new(o)
o = o or {}
setmetatable(o,self)
self.__index = self
return o
end
function bomb_throw:keypressdown(key)
if key == 'k' and self.canThrow and not button.button1.boolean then
button.button1.boolean = true
self.canThrow = false
self.throwTimerStart = true
self.dontPlayAnim = false
end
end
function bomb_throw:keypressup(key)
if key == 'k' and not self.canThrow then --and shootTimer >= 30 then
self.upTriggered = true
-- elseif key == 'k' and not canShoot then
-- arrowHold = 0
-- timeStart = true
-- canShoot = true
-- shootTimerStart = false
end
end
function bomb_throw:update(dt)
if self.throwTimerStart then
self.throwHold = self.throwHold + 1
else
--shootTimer = 0
end
if self.throwHold >= 25 then
button.button1.animation = "AxeThrow"
--MainCharacterAnim:setMode("loop")
else
button.button1.animation = "AxeThrow"
--MainCharacterAnim:setSpeed(1)
end
if not self.canThrow and self.throwHold <= 400 then
self.throwHold = self.throwHold + 10
end
if not self.canThrow and self.throwHold >= 200 and self.upTriggered then
local xA
local b = physics:new()
if direction == 1 then
xA = player.x + player.img:getWidth()
else xA = player.x-17 --- arrow.img:getWidth()
end
self.canThrow = true
local r,g,b,alpha = love.graphics.getColor()
a = bomb:new{x = xA, y = player.y-8, fastShot = false, img = bombimg, velocity_x = 250*direction, velocity_y = 100, d = direction, bounds = b, gravityIterator = 0, destroyTimer = 0, a = alpha, stopped = false, explosionTable = {}}
--a.animator = newCharacter("itemimg","Axe","png",0.1,"AxeSpin")
table.insert(arrowsOnScreen,a)
if quiver.arrows == quiver.arrowMax then
quiver.rechargeTimer = 0
end
quiver.arrows = quiver.arrows - 1
player.ammo = player.ammo - 1
self:resetAxe()
end
if self.endtimertriggered then
self.end_timer = 1 + self.end_timer
if self.end_timer > 7 then
self.end_timer = 0
self.endtimertriggered = false
self.dontPlayAnim = true
MainCharacterAnim:resetAction("AxeThrow")
button.button1.boolean = false
MainCharacterAnim:setAction("Idle")
end
end
for num, ar in ipairs(arrowsOnScreen) do
if ar.explosionTable ~= nil then
for _,exp in ipairs(ar.explosionTable) do
exp.animator:update(dt)
end
end
if ar.animator ~= nil then
ar.animator:update(dt)
end
if ar.destroyTimer >= 1 then
ar.destroyTimer = ar.destroyTimer+1
ar.a = ar.a-5
--ar.stopped = true
if (ar.destroyTimer)%4 == 0 then
local dust_obj = deathBlood:new()
dust_obj.x = math.random(ar.x,ar.x+ar.img:getWidth())
dust_obj.y = math.random(ar.y,ar.y+ar.img:getHeight())
local action = math.random(0,2)
if action == 1 then
dust_obj.splatterAction = "Splatter"
else dust_obj.splatterAction = "Explosion"
end
dust_obj.animator = newCharacter("img", "BloodSplatter", "png", .3, dust_obj.splatterAction)
table.insert(ar.explosionTable,dust_obj)
end
end
if ar.a == 0 then
table.remove(arrowsOnScreen, num)
end
ar.x = ar.x + ar.velocity_x*dt
ar.y = ar.y + ar.velocity_y*dt
if ar.destroyTimer == 0 then
ar.velocity_y = ar.velocity_y + 30 --35*.06*ar.gravityIterator
end
ar.gravityIterator = ar.gravityIterator + 1
ar.bounds = arrowBounds:get(arrowBounds,ar.x+3,ar.y-3,axecollider,1,0)
local right = ar.bounds.right
local borderLeft = ar.bounds.borderLeft
ar.bounds = arrowBounds:get(arrowBounds,ar.x+3,ar.y-3,axecollider,-1,0)
local left = ar.bounds.left
local borderRight = ar.bounds.borderRight
ar.bounds = arrowBounds:get(arrowBounds,ar.x+3,ar.y-3,axecollider,0,-1)
local grounded = ar.bounds.down
local borderDown = ar.bounds.borderDown
if (ar.d == 1 and right) or (ar.d == -1 and left) then --and ar.bounds.collided.indicator ~= 'D' then
if ar.destroyTimer <= 1 then
ar.velocity_x = 10*ar.d
else ar.velocity_x = 0
end
ar.velocity_y = 0
ar.destroyTimer = ar.destroyTimer + 1
end
if grounded then --and ar.bounds.collided.indicator ~= 'D' then
if ar.destroyTimer <= 1 then
ar.velocity_x = 150*ar.d
else ar.velocity_x = 0
end
ar.y = borderDown - ar.img:getHeight()+1
ar.velocity_y = 0
ar.destroyTimer = ar.destroyTimer + 1
end
end
end
function bomb_throw:resetAxe()
self.throwHold = 0
--timeStart = true
self.throwTimerStart = false
self.upTriggered = false
self.endtimertriggered = true
end
function bomb_throw:draw(dt)
for num, ar in ipairs(arrowsOnScreen) do
if ar.animator == nil then
local r,g,b,a = love.graphics.getColor()
local alph = 255
if ar.destroyTimer>= 1 then
alph = 0
end
love.graphics.setColor(r,g,b,alph)
local offset = 0
if ar.d == -1 then
offset = 16
end
love.graphics.draw(ar.img ,ar.x+offset,ar.y, 0,ar.d,1)
love.graphics.rectangle("line",ar.x,ar.y,ar.img:getWidth(),ar.img:getHeight())
else
local r,g,b,a = love.graphics.getColor()
love.graphics.setColor(r,g,b,alph)
ar.animator:draw(ar.x,ar.y,0,1,1)
end
if ar.explosionTable ~= nil then
for _,exp in ipairs(ar.explosionTable) do
love.graphics.setColor(255,255,255,255)
exp.animator:setActionSpeed(exp.splatterAction, 4)
exp.animator:setMode("loop")
exp.animator:draw(exp.x-16,exp.y-20,0,1,1)
end
end
end
end
dagger_throw = {canThrow = true, throwTimerStart = false, upTriggered = false, throwHold = 0, end_timer = 0, endtimertriggered = false, dontPlayAnim = false}
function dagger_throw:new(o)
o = o or {}
setmetatable(o,self)
self.__index = self
return o
end
dagger = {animator = nil, moving = false}
daggerimg = love.graphics.newImage("itemimg/Dagger/01.png")
--axecollider = love.graphics.newImage("img/MainCharacterAnimations/AxeThrow/axe_collider.png")
function dagger:new(o)
o = o or {}
setmetatable(o,self)
self.__index = self
return o
end
function dagger_throw:keypressdown(key)
if key == 'k' and self.canThrow and not button.button1.boolean then
button.button1.boolean = true
self.canThrow = false
self.throwTimerStart = true
self.dontPlayAnim = false
end
end
function dagger_throw:keypressup(key)
if key == 'k' and not self.canThrow then --and shootTimer >= 30 then
self.upTriggered = true
-- elseif key == 'k' and not canShoot then
-- arrowHold = 0
-- timeStart = true
-- canShoot = true
-- shootTimerStart = false
end
end
function dagger_throw:update(dt)
if self.throwTimerStart then
self.throwHold = self.throwHold + 1
else
--shootTimer = 0
end
if self.throwHold >= 25 then
button.button1.animation = "AxeThrow"
--MainCharacterAnim:setMode("loop")
else
button.button1.animation = "AxeThrow"
--MainCharacterAnim:setSpeed(1)
end
if not self.canThrow and self.throwHold <= 400 then
self.throwHold = self.throwHold + 10
end
if not self.canThrow and self.throwHold >= 100 and self.upTriggered then
local xA
local b = physics:new()
if direction == 1 then
xA = player.x + player.img:getWidth()/2
else xA = player.x --- arrow.img:getWidth()
end
self.canThrow = true
local r,g,b,alpha = love.graphics.getColor()
a = dagger:new{x = xA, y = player.y+16, fastShot = false, img = daggerimg, velocity_x = 300*direction, velocity_y = 0, d = direction, bounds = b, gravityIterator = 0, destroyTimer = 0, a = alpha, stopped = false, explosionTable = {}}
--a.animator = newCharacter("itemimg","Axe","png",0.1,"AxeSpin")
table.insert(arrowsOnScreen,a)
if quiver.arrows == quiver.arrowMax then
quiver.rechargeTimer = 0
end
quiver.arrows = quiver.arrows - 1
player.ammo = player.ammo - 1
self:resetAxe()
end
if self.endtimertriggered then
self.end_timer = 1 + self.end_timer
if self.end_timer > 7 then
self.end_timer = 0
self.endtimertriggered = false
self.dontPlayAnim = true
MainCharacterAnim:resetAction("AxeThrow")
button.button1.boolean = false
MainCharacterAnim:setAction("Idle")
end
end
for num, ar in ipairs(arrowsOnScreen) do
if ar.explosionTable ~= nil then
for _,exp in ipairs(ar.explosionTable) do
exp.animator:update(dt)
end
end
if ar.animator ~= nil then
ar.animator:update(dt)
end
if ar.destroyTimer >= 1 then
ar.destroyTimer = ar.destroyTimer+1
ar.a = ar.a-5
--ar.stopped = true
-- if (ar.destroyTimer)%4 == 0 then
-- local dust_obj = deathBlood:new()
-- dust_obj.x = math.random(ar.x,ar.x+ar.img:getWidth())
-- dust_obj.y = math.random(ar.y,ar.y+ar.img:getHeight())
-- local action = math.random(0,2)
-- if action == 1 then
-- dust_obj.splatterAction = "Splatter"
-- else dust_obj.splatterAction = "Explosion"
-- end
-- dust_obj.animator = newCharacter("img", "BloodSplatter", "png", .3, dust_obj.splatterAction)
-- table.insert(ar.explosionTable,dust_obj)
-- end
end
if ar.a == 0 then
table.remove(arrowsOnScreen, num)
end
ar.x = ar.x + ar.velocity_x*dt
ar.y = ar.y + ar.velocity_y*dt
if ar.destroyTimer == 0 then
--ar.velocity_y = ar.velocity_y + 30 --35*.06*ar.gravityIterator
end
ar.gravityIterator = ar.gravityIterator + 1
ar.bounds = arrowBounds:get(arrowBounds,ar.x+3,ar.y-3,axecollider,1,0, "arrow")
local right = ar.bounds.right
local borderLeft = ar.bounds.borderLeft
ar.bounds = arrowBounds:get(arrowBounds,ar.x+3,ar.y-3,axecollider,-1,0, "arrow")
local left = ar.bounds.left
local borderRight = ar.bounds.borderRight
ar.bounds = arrowBounds:get(arrowBounds,ar.x+3,ar.y-3,axecollider,0,-1, "arrow")
local grounded = ar.bounds.down
local borderDown = ar.bounds.borderDown
if (ar.d == 1 and right) or (ar.d == -1 and left) then --and ar.bounds.collided.indicator ~= 'D' then
if ar.destroyTimer <= 1 then
ar.velocity_x = 10*ar.d
else ar.velocity_x = 0
end
ar.velocity_y = 0
ar.destroyTimer = ar.destroyTimer + 1
end
if grounded then --and ar.bounds.collided.indicator ~= 'D' then
if ar.destroyTimer <= 1 then
--ar.velocity_x = 150*ar.d
else ar.velocity_x = 0
end
--ar.y = borderDown - ar.img:getHeight()+1
ar.velocity_y = 0
ar.destroyTimer = ar.destroyTimer + 1
end
end
end
function dagger_throw:resetAxe()
self.throwHold = 0
--timeStart = true
self.throwTimerStart = false
self.upTriggered = false
self.endtimertriggered = true
end
function dagger_throw:draw(dt)
for num, ar in ipairs(arrowsOnScreen) do
if ar.animator == nil then
local r,g,b,a = love.graphics.getColor()
local alph = 255
if ar.destroyTimer>= 1 then
--alph = 0
end
love.graphics.setColor(r,g,b,ar.a)
local offset = 0
if ar.d == -1 then
offset = 16
end
love.graphics.draw(ar.img ,ar.x+offset,ar.y, 0,ar.d,1)
love.graphics.rectangle("line",ar.x,ar.y,ar.img:getWidth(),ar.img:getHeight())
else
local r,g,b,a = love.graphics.getColor()
love.graphics.setColor(r,g,b,ar.a)
ar.animator:draw(ar.x,ar.y,0,1,1)
end
if ar.explosionTable ~= nil then
for _,exp in ipairs(ar.explosionTable) do
love.graphics.setColor(255,255,255,255)
exp.animator:setActionSpeed(exp.splatterAction, 4)
exp.animator:setMode("loop")
exp.animator:draw(exp.x-16,exp.y-20,0,1,1)
end
end
end
end