-
Notifications
You must be signed in to change notification settings - Fork 69
/
player.lua
749 lines (675 loc) · 21 KB
/
player.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
Player = { corners = {-6, 5, -22, -0.5} }
Player.__index = Player
local RUN_SPEED = 500 -- Run acceleration
local MAX_SPEED = 160 -- Maximum running speed
local MAX_SPEED_CARRY = 100 -- Maximum running speed when carrying human
local BRAKE_SPEED = 250
local GRAVITY = 350
local JUMP_POWER = 135 -- initial yspeed when jumping
local CLIMB_SPEED = 60 -- climbing speed
local STREAM_SPEED = 400 -- stream growth speed
local MAX_STREAM = 100 -- maximum stream length
local USE_RATE = 2.5
local BURN_DAMAGE = 0.5 -- Damage over time when touching enemies
local TIME_DAMAGE = 0.008
local FIRE_DIST = 1600
PS_RUN, PS_CLIMB, PS_CARRY, PS_THROW, PS_DEAD = 0,1,2,3,4 -- Player states
local GD_UP, GD_HORIZONTAL, GD_DOWN = 0,2,4 -- Gun directions
local lg = love.graphics
function Player.create(x,y,level)
local self = setmetatable({}, Player)
self.x, self.y = x, y
self.xspeed = 0
self.yspeed = 0
self.onGround = false
self.time = 0
self.lastDir = 1
self.state = PS_RUN
self.dir = 1 -- -1 for left, 1 for right
self.gundir = GD_HORIZONTAL -- gun direction
self.shooting = false
self.streamLength = 0
self.streamCollided = false
self.wquad = love.graphics.newQuad(0,0,10,10, 16,16) -- water stream quad
self.regen_rate = 3.0
self.water_capacity = 5
self.water = self.water_capacity
self.overloaded = false
self.hasReserve = false
-- Number of powerups collected
self.num_regens = 0
self.num_suits = 0
self.num_tanks = 0
-- Temperature stats
self.temperature = 0 -- current temperature
if level == 1 then
self.max_temperature = 1.5 -- temperature player can withstand
elseif level == 2 then
self.max_temperature = 1.2
else
self.max_temperature = 1.0
end
self.heat = 0 -- how much heat is currently taken
-- Grabbing civilians
self.canGrab = false
self.grabbed = nil -- grabbed human
-- Animations
self.animRun = newAnimation(img.player_running, 16, 22, 0.12, 4)
self.animThrow = newAnimation(img.player_throw, 16,32, 0.12, 4)
self.animClimb = newAnimation(img.player_climb_down, 14, 23, 0.12, 4)
self.animCarryLeft = newAnimation(img.human_1_carry_left, 22, 32, 0.12, 4)
self.animCarryRight = newAnimation(img.human_1_carry_right, 22, 32, 0.12, 4)
self.anim = self.animRun
self.waterFrame = 0 -- water stream's frame
return self
end
--- Moves the player to position x,y
-- and resets velocity in both axes
function Player:warp(x,y)
self.x, self.y = x,y
self.xspeed, self.yspeed = 0,0
self.streamLength = 0
self.shooting = false
end
--- Updates the player
-- Called once once each love.update
-- @param dt Time passed since last update
function Player:update(dt)
self.shooting = false
-- RUNNING STATE
if self.state == PS_RUN then
self:updateRunning(dt)
self:updateGun(dt)
-- CLIMBING STATE
elseif self.state == PS_CLIMB then
self:updateClimbing(dt)
-- CARRYING STATE
elseif self.state == PS_CARRY then
self:updateRunning(dt)
if self.dir == -1 then
self.anim = self.animCarryLeft
self.anim.img = img.human_carry_left[self.grabbed.id]
else
self.anim = self.animCarryRight
self.anim.img = img.human_carry_right[self.grabbed.id]
end
-- THROWING STATE
elseif self.state == PS_THROW then
self:updateRunning(dt)
self.time = self.time - dt
if self.time <= 0 then
self:setState(PS_RUN)
end
-- DEAD STATE
elseif self.state == PS_DEAD then
self.yspeed = self.yspeed + GRAVITY*dt
self.time = self.time + dt*self.yspeed
if self.time > MAPH+32 then
ingame_state = INGAME_GAMEOVER_OUT
transition_time = 0
end
end
-- Regen water
if self.overloaded == true then
self.water = cap(self.water+0.5*self.regen_rate*dt, 0, self.water_capacity)
if self.water >= self.water_capacity then
self.overloaded = false
end
else
self.water = cap(self.water+self.regen_rate*dt, 0, self.water_capacity)
end
-- Update animations
self.anim:update(dt)
self.waterFrame = self.waterFrame + dt*10
-- Collide items
for i,v in ipairs(map.items) do
if self:collideBox(v:getBBox()) == true then
self:applyItem(v)
map:addParticle(Sparkles.create(v.x+6, v.y+10, 15, 2))
map:addParticle(PopupText.create(v.id))
playSound("powerup")
v.alive = false
score = score + 500
end
end
-- Collide fire
self:collideFire(dt)
-- Add temperature over time
if map.type == MT_NORMAL then
self.temperature = self.temperature + TIME_DAMAGE*dt
end
self.temperature = cap(self.temperature, 0, self.max_temperature)
-- Detect death
if self.temperature >= self.max_temperature and self.state ~= PS_DEAD then
self.time = self.fly
self.yspeed = -230
self.state = PS_DEAD
end
-- Count up distance moved stat (16 pixels per meter)
local dist = (math.sqrt(self.xspeed^2 + self.yspeed^2)*dt)/16
stats[3] = stats[3] + dist
end
--- Called each update if current state is PS_RUN
-- @param dt Time passed since laste update
function Player:updateRunning(dt)
local changedDir = false -- true if player changed horizontal direction
-- Check if both directions are held for handling conflicts
local both = keystate.right and keystate.left
-- Walk left
if (both == false and keystate.right) or (both == true and self.lastDir == 1) then
self.xspeed = self.xspeed + RUN_SPEED*dt
if self.dir == -1 then
self.dir = 1
changedDir = true
end
-- Walk right
elseif (both == false and keystate.left) or (both == true and self.lastDir == -1) then
self.xspeed = self.xspeed - RUN_SPEED*dt
if self.dir == 1 then
self.dir = -1
changedDir = true
end
end
-- Slow speed if carring human
if self.state == PS_CARRY then
self.xspeed = cap(self.xspeed, -MAX_SPEED_CARRY, MAX_SPEED_CARRY)
else
self.xspeed = cap(self.xspeed, -MAX_SPEED, MAX_SPEED)
end
-- Cut stream if direction has changed
if changedDir == true and self.gundir == GD_HORIZONTAL then
self.streamLength = 0
end
-- Cap speeds
if self.xspeed < 0 then
self.xspeed = self.xspeed + math.max(dt*BRAKE_SPEED, self.xspeed)
elseif self.xspeed > 0 then
self.xspeed = self.xspeed - math.min(dt*BRAKE_SPEED, self.xspeed)
end
-- Move in x axis
self.x = self.x + self.xspeed*dt
if collideX(self) == true then
self.xspeed = -1.0*self.xspeed
end
-- Update gravity
self.yspeed = self.yspeed + GRAVITY*dt
-- Move in y axis
self.y = self.y + self.yspeed*dt
if collideY(self) == true then
self.yspeed = 0
end
self.canGrab = false
for i,v in ipairs(map.humans) do
if self:collideBox(v:getBBox()) and v:canGrab() == true then
self.canGrab = true
end
end
-- Set animation speeds
self.anim:setSpeed(math.abs(self.xspeed)/MAX_SPEED)
end
function Player:collideFire(dt)
self.heat = 0
-- Check collision with enemies
for i,v in ipairs(map.enemies) do
if self:collideBox(v:getBBox()) == true then
self.heat = 1
break
end
end
-- Check collision with boss
if map.type == MT_BOSS and map.boss.state ~= BS_DEAD then
if self:collideBox(map.boss:getBBox()) == true then
self.heat = 1
elseif map.boss.shockwaveActive == true then
if self:collideBox(map.boss:getShockwaveBBox()) == true then
self.heat = 1.0
self.xspeed = self.xspeed + math.sign(self.x-map.boss.x)*100
end
end
end
local cx = math.floor(self.x/16)
local cy = math.floor((self.y-11)/16)
-- Calculate heat contribution from nearby flames
local fireHeat = 0
for ix = cx-2,cx+2 do
for iy = cy-2,cy+2 do
if map:hasFire(ix,iy) == true then
local fx, fy = ix*16+8, iy*16+8
local dist = math.pow(self.x-fx,2) + math.pow(self.y-fy-11,2)
if dist <= FIRE_DIST then
-- Calculate damage based on flame's health
local damage = map:getFire(ix,iy).health/Fire.max_health
if damage > 0 then
local contrib = math.pow(1-dist/FIRE_DIST, 2)*damage*0.5
fireHeat = fireHeat + contrib
end
end
end
end
end
self.heat = cap(self.heat + fireHeat, 0, self.max_temperature)
self.temperature = self.temperature + self.heat*BURN_DAMAGE*dt
end
--- Updates gun direction and stream
function Player:updateGun(dt)
-- Find gundirection
local old_gundir = self.gundir
self.gundir = GD_HORIZONTAL
if keystate.up then
self.gundir = GD_UP
elseif keystate.down then
self.gundir = GD_DOWN
end
if self.gundir ~= old_gundir or changedDir and self.gundir == HORIZONTAL then
self.streamLength = 0
end
-- Update stream length and collide it with entities/walls
self:updateStream(dt)
end
--- Updates the water stream
-- Updates the length of the water stream
-- and performs collision with walls and other entities
function Player:updateStream(dt)
-- Shoot
if keystate.shoot and self.overloaded == false then
self.shooting = true
self.streamLength = math.min(self.streamLength + STREAM_SPEED*dt, MAX_STREAM)
stats[2] = stats[2] + 20*dt
else
self.shooting = false
self.streamLength = 0
return
end
self.water = self.water - (USE_RATE+self.regen_rate)*dt
if self.water <= 0 then
if self.hasReserve == true then
self.hasReserve = false
self.water = self.water_capacity
else
self.overloaded = true
end
end
-- Collide with walls
local span = math.ceil((self.streamLength+12)/16)
local cx = math.floor(self.x/16)
local cy = math.floor((self.y-6)/16)
self.streamCollided = false
if self.gundir == GD_UP then -- up
for i = 1,span do
cy = cy - 1
if map:collideCell(cx,cy) == true then
map:hitCell(cx,cy,self.dir)
self.streamLength = self.y-(cy+1)*16-20
self.streamCollided = true
break
end
end
elseif self.gundir == GD_DOWN then -- down
for i = 1,span do
cy = cy + 1
if map:collideCell(cx,cy) == true then
map:hitCell(cx,cy,self.dir)
self.streamLength = cy*16-self.y-4
self.streamCollided = true
break
end
end
elseif self.gundir == GD_HORIZONTAL then -- horizontal
for i = 1,span do
cx = cx + self.dir
if map:collideCell(cx,cy) == true then
map:hitCell(cx,cy,self.dir)
if self.dir == -1 then
self.streamLength = self.x-(cx+1)*16-13
else
self.streamLength = cx*16-self.x-10
end
self.streamCollided = true
break
end
end
end
-- Collide with entities
-- Calculate stream's collision box (table creation each frame!)
local sbox
if self.gundir == GD_UP then -- up
sbox = {x = self.x-4.5, y = self.y-17-self.streamLength, w = 9, h = self.streamLength}
elseif self.gundir == GD_HORIZONTAL then -- horizontal
if self.dir == -1 then
sbox = {x = self.x-9-self.streamLength, y = self.y-10, w = self.streamLength, h = 9}
else
sbox = {x = self.x+9, y = self.y-10, w = self.streamLength, h = 9}
end
elseif self.gundir == GD_DOWN then -- down
sbox = {x = self.x-4.5, y = self.y+1, w = 9, h = self.streamLength}
end
-- Collide with enemies
local closestHit = nil
local min = 9999
-- Collide with objects and entities
for j,w in ipairs({map.humans, map.objects, map.enemies}) do
for i,v in ipairs(w) do
if v:collideBox(sbox) == true then
local dist = self:cutStream(v:getBBox())
if dist < min then
closestHit = v
min = dist
end
self.streamCollided = true
end
end
end
-- Collide with boss
if map.type == MT_BOSS then
if map.boss:collideBox(sbox) == true then
local dist = self:cutStream(map.boss:getBBox())
if dist < min then
closestHit = map.boss
min = dist
end
self.streamCollided = true
end
end
-- Collide with fire
for j,w in pairs(map.fire) do
for i,v in pairs(w) do
if v:collideBox(sbox) == true then
local dist = self:cutStream(v:getBBox())
if dist < min then
closestHit = v
min = dist
end
self.streamCollided = true
end
end
end
-- If an object was hit, cut stream and hit object
if closestHit ~= nil then
closestHit:shot(dt,self.dir)
self.streamLength = min
end
-- Cap stream length
self.streamLength = math.max(0, self.streamLength)
end
--- Cuts the stream off after colliding with a bounding box
-- @param box Bounding box stream collided with
function Player:cutStream(box)
if self.gundir == GD_HORIZONTAL then -- horizontal
if self.dir == -1 then -- left
return self.x - (box.x+box.w)-12
else
return box.x - self.x-9
end
elseif self.gundir == GD_UP then -- up
return self.y - (box.y+box.h+18)
elseif self.gundir == GD_DOWN then -- down
return box.y - self.y-4
else
return 0
end
end
--- Called each update if the current state is PS_CLIMB
-- @param dt Time passed since last update
function Player:updateClimbing(dt)
local oldy = self.y
-- Move up and down ladder
local animSpeed = 0
if keystate.down then
self.y = self.y + CLIMB_SPEED*dt
self.animClimb.direction = 1
animSpeed = 1
end
if keystate.up then
self.y = self.y - CLIMB_SPEED*dt
self.animClimb.direction = -1
animSpeed = 1
end
self.anim:setSpeed(animSpeed)
-- Check if player has moved off ladder
local idBottom = map:getPoint(self.x, self.y)
local idMid = map:getPoint(self.x, self.y-11)
local idTop = map:getPoint(self.x, self.y-22)
if idBottom == 2 or idBottom == 26 or idBottom == nil then -- over ladder
self.y = oldy
self:setState(PS_RUN)
elseif idBottom ~= 5 and idBottom ~= 8 and idBottom ~= 137
and idBottom ~= 153 and idBottom ~= 247
and idBottom ~= 13 and idBottom ~= 63 and idBottom ~= 79 then
self:setState(PS_RUN)
end
end
function Player:leaveLadder()
local idBottom = map:getPoint(self.x, self.y)
local idMid = map:getPoint(self.x, self.y-11)
local idTop = map:getPoint(self.x, self.y-22)
if idBottom ~= 5 and idMid ~= 5 and idTop ~= 5
and idBottom ~= 8 and idMid ~= 8 and idTop ~= 8
and idBottom ~= 13 and idMid ~= 13 and idTop ~= 13 then
self:setState(PS_RUN)
end
end
function Player:action(action)
if action == "jump" then
self:jump()
elseif action == "action" then
if self.state == PS_RUN then
self:grab()
elseif self.state == PS_CARRY then
self:setState(PS_THROW)
self.grabbed:throw(self.x, self.y, self.dir)
self.grabbed = nil
elseif self.state == PS_CLIMB then
self:leaveLadder()
end
elseif (action == "up" or action == "down") and self.shooting == false then
if self.state == PS_RUN then
self:climb()
end
elseif action == "left" or action == "right" then
-- Save last direction for conflicts
if action == "left" then
self.lastDir = -1
else
self.lastDir = 1
end
-- Leave ladder if currently climbing
if self.state == PS_CLIMB then
self:leaveLadder()
end
elseif action == "shoot" then
if self.state == PS_RUN and self.overloaded == true then
playSound("empty")
end
end
end
--- Changes the current state and resets current animation
-- @param state New state
function Player:setState(state)
if state == PS_RUN then
self.state = PS_RUN
self.anim = self.animRun
elseif state == PS_CLIMB then
self.state = PS_CLIMB
self.anim = self.animClimb
self.xspeed, self.yspeed = 0,0
elseif state == PS_CARRY then
self.state = PS_CARRY
elseif state == PS_THROW then
self.state = PS_THROW
self.anim = self.animThrow
self.time = 0.4
end
self.streamLength = 0
self.anim:reset()
end
--- Applies the effect of a given item
-- @param item The item to apply
function Player:applyItem(item)
if item.id == "coolant" then
self.temperature = cap(self.temperature - 0.25, 0, self.max_temperature)
elseif item.id == "reserve" then
self.hasReserve = true
elseif item.id == "suit" then
self.num_suits = cap(self.num_suits + 1, 0, 3)
self.max_temperature = cap(self.max_temperature + 0.2, 1, 1.6)
elseif item.id == "tank" then
self.num_tanks = cap(self.num_tanks + 1, 0, 3)
self.water_capacity = cap(self.water_capacity + 1, 5, 8)
elseif item.id == "regen" then
self.num_regens = cap(self.num_regens + 1, 0, 3)
self.regen_rate = cap(self.regen_rate + 0.5, 3, 4.5)
end
end
function Player:stealItem()
local sum = self.num_suits + self.num_tanks + self.num_regens
if sum == 0 then return false end
local val = math.random(1,sum)
if self.num_suits > 0 and val <= self.num_suits then
self.num_suits = cap(self.num_suits - 1, 0, 3)
self.max_temperature = self.max_temperature - 0.2
elseif self.num_tanks > 0 and val <= self.num_suits+self.num_tanks then
self.num_tanks = cap(self.num_tanks - 1, 0, 3)
self.water_capacity = self.water_capacity - 1
else
self.num_regens = cap(self.num_regens - 1, 0, 3)
self.regen_rate = self.regen_rate - 0.5
end
return true
end
--- Makes the player jump
function Player:jump()
if self.state == PS_CLIMB then
self:leaveLadder()
elseif self.onGround == true and self.state ~= PS_DEAD then
playSound("jump")
self.yspeed = -JUMP_POWER
end
end
--- Called when player tries to grab a ladder
-- @return True if a ladder was grabbed
function Player:climb()
local below = map:getPoint(self.x, self.y+1)
local top = map:getPoint(self.x, self.y-22)
if below == 5 or below == 137 or below == 153 or below == 8 or below == 247
or top == 5 or top == 137 or top == 153 or top == 8 or top == 247
or top == 63 or top == 79 or below == 13 then
self:setState(PS_CLIMB)
self.x = math.floor(self.x/16)*16+8 -- Align with middle of ladder
return true
end
return false
end
function Player:grab()
for i,v in ipairs(map.humans) do
if self:collideBox(v:getBBox()) and v:canGrab() == true then
self.grabbed = v
self:setState(PS_CARRY)
v:grab()
return
end
end
end
function Player:isDying()
return self.temperature > self.max_temperature*0.75
end
function Player:collideBox(bbox)
if self.x-6 > bbox.x+bbox.w or self.x+5 < bbox.x
or self.y-22 > bbox.y+bbox.h or self.y < bbox.y then
return false
else
return true
end
end
function Player:draw()
-- Floor position
self.flx = math.floor(self.x)
self.fly = math.floor(self.y)
if self.state == PS_RUN then
-- Draw player
if self.onGround == false then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 8, 22, 2)
elseif math.abs(self.xspeed) < 30 then
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 8, 22, 4)
else
self.anim:draw(self.flx, self.fly, 0, self.dir, 1, 8, 22)
end
-- Draw gun
lg.draw(img.player_gun, quad.player_gun[self.gundir], self.flx, self.fly-16, 0, self.dir, 1, 3, 0)
-- Draw water
if self.shooting == true then
self:drawWater()
end
-- Draw exclamation
if self.canGrab == true then
lg.draw(img.exclamation, self.flx, self.fly, 0, 1,1, 2, 40)
end
-- Climbing
elseif self.state == PS_CLIMB then
self.anim:draw(self.flx, self.fly, 0, 1,1, 7, 20)
-- Carrying a human
elseif self.state == PS_CARRY then
if math.abs(self.xspeed) < 30 then
if self.dir == -1 then
self.anim:draw(self.flx, self.fly, 0, 1,1, 12, 32, 1)
else
self.anim:draw(self.flx, self.fly, 0, 1,1, 12, 32, 1)
end
else
self.anim:draw(self.flx, self.fly, 0, 1,1, 12, 32)
end
-- Throwing human
elseif self.state == PS_THROW then
if self.onGround == false then
self.anim:draw(self.flx, self.fly, 0,self.dir,1, 8, 22, 2)
elseif math.abs(self.xspeed) < 30 then
self.anim:draw(self.flx, self.fly, 0,self.dir,1, 8, 22, 4)
else
self.anim:draw(self.flx, self.fly, 0,self.dir,1, 8, 22)
end
-- Dead from overheating
elseif self.state == PS_DEAD then
if self.yspeed < 0 then
lg.draw(img.player_death, quad.player_death_up, self.flx, self.time, 0,self.dir,1, 8, 24)
lg.draw(img.player_death, quad.player_death_suit, self.flx, self.fly, 0,self.dir,1, 7, 10)
else
lg.draw(img.player_death, quad.player_death_suit, self.flx, self.fly, 0,self.dir,1, 7, 10)
lg.draw(img.player_death, quad.player_death_down, self.flx, self.time, 0,self.dir,1, 8,25)
end
end
end
function Player:drawWater()
local quadx = 8-math.floor((self.waterFrame*8)%8)
self.wquad:setViewport(quadx, 0, math.floor(self.streamLength), 9)
local frame = math.floor(self.waterFrame%2)
if self.gundir == GD_UP then -- up
if self.streamLength > 0 then
lg.draw(img.stream, self.wquad, self.flx, self.fly, -math.pi/2, 1, self.dir, -19, 4)
if self.streamCollided == false then
lg.draw(img.water, quad.water_end[frame], self.flx+self.dir*0.5, self.fly-20-math.floor(self.streamLength), -math.pi/2, 1,1, 8, 7.5)
else
lg.draw(img.water, quad.water_hit[frame], self.flx+self.dir*0.5, self.fly-13-math.floor(self.streamLength), -math.pi/2, 1,1, 8, 9.5)
end
end
lg.draw(img.water, quad.water_out[frame], self.flx+self.dir*0.5, self.fly-16, -math.pi/2, 1,1, 0,7.5)
elseif self.gundir == GD_HORIZONTAL then -- horizontal
if self.streamLength > 0 then
lg.draw(img.stream, self.wquad, self.flx+self.dir*11, self.fly-10, 0, self.dir, 1)
if self.streamCollided == false then
lg.draw(img.water, quad.water_end[frame], self.flx+self.dir*(11+math.floor(self.streamLength)), self.fly-5, 0, self.dir,1, 7.5, 8)
else
lg.draw(img.water, quad.water_hit[frame], self.flx+self.dir*(6.5+math.floor(self.streamLength))-1, self.fly-7, 0, self.dir,1, 9.5, 8)
end
end
lg.draw(img.water, quad.water_out[frame], self.flx, self.fly, 0, self.dir,1, -9,13)
elseif self.gundir == GD_DOWN then -- down
if self.streamLength > 0 then
lg.draw(img.stream, self.wquad, self.flx, self.fly, -math.pi/2, -1, self.dir, -5, 4)
if self.streamCollided == false then
lg.draw(img.water, quad.water_end[frame], self.flx+self.dir*0.5, self.fly+math.floor(self.streamLength), math.pi/2, 1,1, 5, 7.5)
else
lg.draw(img.water, quad.water_hit[frame], self.flx+self.dir*0.5, self.fly+math.floor(self.streamLength)+1, math.pi/2, 1,1, 11, 9.5)
end
end
lg.draw(img.water, quad.water_out[frame], self.flx+self.dir*0.5, self.fly+2, math.pi/2, 1,1, 0,7.5)
end
end