Tommy: Added tons of comments; added total speed check
This commit is contained in:
parent
117d58ad61
commit
fe2e540963
@ -1,5 +1,12 @@
|
||||
require "Tserial"
|
||||
|
||||
--Create a function to deal with acceleration
|
||||
--accel is just a TRUE/False flag that tells us if we want to accel or decel
|
||||
--axis is directional speed, shoudl probably change its name
|
||||
--direction is direction, up/down/left/right
|
||||
--
|
||||
--left and down return negative values
|
||||
--up and right return positive numbers... so standard grid
|
||||
function move(accel, axis, direction)
|
||||
|
||||
-- with acceleration
|
||||
@ -25,38 +32,59 @@ function move(accel, axis, direction)
|
||||
return axis
|
||||
end
|
||||
|
||||
|
||||
|
||||
function love.load()
|
||||
|
||||
--This should probably go in the config file once I learn how those work
|
||||
--Name of the program Determines things like what folder it saves in
|
||||
love.filesystem.setIdentity("tommy")
|
||||
saveFile = "test.lua"
|
||||
|
||||
-- Check if Save file exists
|
||||
save_exists = love.filesystem.exists(saveFile)
|
||||
|
||||
-- Create a table to hold all the player data
|
||||
player = {}
|
||||
|
||||
-- Player x/y position
|
||||
player.x = 100
|
||||
player.y = 100
|
||||
-- player height/width
|
||||
player.w = 25
|
||||
player.h = 25
|
||||
|
||||
--Player top speed
|
||||
player.speed = 500
|
||||
|
||||
--create a table to hold all the speed data
|
||||
--Yay multi-dimensional arrays!
|
||||
player.current_speed = {}
|
||||
|
||||
--Left right speed values of the player
|
||||
player.current_speed.left = 0
|
||||
player.current_speed.right = 0
|
||||
|
||||
--Actual x speed
|
||||
player.current_speed.x = 0
|
||||
|
||||
-- Up down speed values of the player
|
||||
player.current_speed.up = 0
|
||||
player.current_speed.down = 0
|
||||
player.current_speed.x = 0
|
||||
|
||||
--Actual y speed
|
||||
player.current_speed.y = 0
|
||||
|
||||
-- Kill engines flag to disable deceleration
|
||||
player.kill_engines = false
|
||||
|
||||
--Must be less than 1
|
||||
--if I understand correctly, the second number should be how many frames
|
||||
--it takes to get to top speed
|
||||
player.accel = 1/120
|
||||
end
|
||||
|
||||
-- I choose to use this function for keys I don't want to repeat
|
||||
-- For example, using the keyboard.isDown() function for saving
|
||||
-- means that if I hold the key down, it's constantly writing data
|
||||
-- No good for the hdd
|
||||
function love.keyreleased(key)
|
||||
--quit
|
||||
if key == "q" then
|
||||
love.event.quit()
|
||||
end
|
||||
@ -73,6 +101,7 @@ function love.keyreleased(key)
|
||||
end
|
||||
end
|
||||
|
||||
-- Engine kill
|
||||
if key == "z" then
|
||||
if player.kill_engines == false then
|
||||
player.kill_engines = true
|
||||
@ -87,35 +116,44 @@ function love.update(dt)
|
||||
|
||||
--Move character left or right
|
||||
if love.keyboard.isDown("right") then
|
||||
|
||||
--All directional key presses restart the engines
|
||||
player.kill_engines = false
|
||||
|
||||
--We use my move function to deal with acceleration
|
||||
--we also track left, right, up, down speed seperately
|
||||
player.current_speed.right = move(true, player.current_speed.right, "right")
|
||||
print ("RIGHT ".. player.current_speed.right)
|
||||
print ("RIGHT: " .. math.floor(player.current_speed.right) .. " Total: " ..
|
||||
math.floor(player.current_speed.x))
|
||||
|
||||
elseif love.keyboard.isDown("left") then
|
||||
player.kill_engines = false
|
||||
player.current_speed.left = move(true, player.current_speed.left, "left")
|
||||
print ("LEFT ".. player.current_speed.left)
|
||||
-- player.x = player.x - player.current_speed.left*dt
|
||||
print ("LEFT ".. math.floor(player.current_speed.left) .. " TOTAL :" ..
|
||||
math.floor(player.current_speed.x))
|
||||
end
|
||||
|
||||
player.x = player.x + (player.current_speed.right + player.current_speed.left)*dt
|
||||
|
||||
|
||||
--Also able to move or up down at the same time as one of the above
|
||||
--i.e. I only used elseif to prevent left/right from working at the same time
|
||||
--as well as up/down
|
||||
--I may change this now that acceleration and deceleration are working properly
|
||||
|
||||
if love.keyboard.isDown("up") then
|
||||
player.kill_engines = false
|
||||
player.current_speed.up = move(true, player.current_speed.up, "up")
|
||||
|
||||
print ("UP ".. math.floor(player.current_speed.up) .. " Total:" ..
|
||||
math.floor(player.current_speed.y))
|
||||
elseif love.keyboard.isDown ("down") then
|
||||
player.killengines = false
|
||||
player.current_speed.down = move(true, player.current_speed.down, "down")
|
||||
|
||||
print ("DOWN ".. math.floor(player.current_speed.down) .. " Total: "..
|
||||
math.floor(player.current_speed.y))
|
||||
end
|
||||
|
||||
player.y = player.y + (player.current_speed.up + player.current_speed.down)*dt
|
||||
|
||||
|
||||
-- Decel
|
||||
|
||||
-- We check our kill engine flags to see if we even bother with this
|
||||
if not player.kill_engines then
|
||||
if not love.keyboard.isDown("up") then
|
||||
player.current_speed.up = move(false, player.current_speed.up, "up")
|
||||
@ -133,7 +171,16 @@ function love.update(dt)
|
||||
end
|
||||
|
||||
|
||||
-- Really just created these so I can see total speed stats
|
||||
player.current_speed.x = (player.current_speed.right + player.current_speed.left)
|
||||
player.current_speed.y = (player.current_speed.up + player.current_speed.down)
|
||||
--Remember how we have our left/down speed as a negative number?
|
||||
--It makes it simple to simply add the two x's and the two y's together
|
||||
--to get a total speed for each and then reassign the player.x and player.y
|
||||
--corrs to their new position for love.draw to redraw them
|
||||
|
||||
player.x = player.x + (player.current_speed.x)*dt
|
||||
player.y = player.y + (player.current_speed.y)*dt
|
||||
|
||||
end
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user