227 lines
6.7 KiB
Lua

require "Tserial"
--Detect when player hits screen edges
function colDetect()
-- Is it above 0? Awesome, we're probably on screen
if player.x >= 0 then
-- Is it below the screen width minus the plaers width?
if player.x >= (screen.w - player.w) then
--No? Guess we better stop our guy from going off screen
--by setting his position to the screen edge
player.x = screen.w - player.w
end
-- Oh, we weren't above or equal to 0?
-- Obviously it can't be above the max if it is 0 or less
-- so let's just set it to 0
else player.x = 0
end
-- Same as above except for y
if player.y >= 0 then
if player.y >= (screen.h - player.h) then
player.y = screen.h - player.h
end
else
player.y = 0
end
return player.x, player.y
end
--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
if accel and (direction == "right" or direction == "down")then
if axis < player.speed then
axis = axis + (player.speed*player.accel)
end
--note the NEGATIVE player.speed
elseif accel and (direction == "left" or direction == "up") then
if axis > -player.speed then
axis = axis - (player.speed*player.accel)
end
elseif not accel and (direction == "right" or direction == "down") then
if axis > 0 then
axis = axis - (player.speed*player.accel)
end
elseif not accel and (direction == "left" or direction == "up") then
if axis < 0 then
axis = axis + (player.speed*player.accel)
end
end
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 and grab the screen width/height for colision detection
screen = {}
screen.w = love.graphics.getWidth()
screen.h = love.graphics.getHeight()
-- Create a table to hold all the player data
player = {}
-- Player x/y position
player.x = 250
player.y = 250
-- 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
--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
-- save
if key == "s" then
love.filesystem.write(saveFile, Tserial.pack(player, false, true))
end
-- Load
if key == "l" then
if save_exists then
player = Tserial.unpack( love.filesystem.read( saveFile ) )
end
end
-- Engine kill
if key == "z" then
if player.kill_engines == false then
player.kill_engines = true
else
player.kill_engines = false
end
end
end
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: " .. 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 ".. math.floor(player.current_speed.left) .. " TOTAL :" ..
math.floor(player.current_speed.x))
end
--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
-- 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")
end
if not love.keyboard.isDown("down") then
player.current_speed.down = move(false, player.current_speed.down, "down")
end
if not love.keyboard.isDown("right") then
player.current_speed.right = move(false, player.current_speed.right, "right")
end
if not love.keyboard.isDown("left") then
player.current_speed.left = move(false, player.current_speed.left, "left")
end
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
--Make sure player doesn't go off screen
colDetect()
end
function love.draw()
--draw the rectangle. Fill/line for the type,
--(x,y, width, height)
love.graphics.rectangle("line", player.x, player.y, player.w, player.h)
end