Removed initial player creation, replaced with a function that creates a character.
Added ability to generate NPCs by pressing [Interact Key]
Added key binds
Added NPC wandering and ability to say hello upon interaction
This commit is contained in:
Zaponium 2023-08-30 04:08:03 +02:00
commit f17795c911
2 changed files with 130 additions and 29 deletions

158
main.lua
View file

@ -1,38 +1,31 @@
character = {
subclasses = {
create = {}
}
}
functiongenerator = {}
check_space = {}
function love.load()
math.randomseed(os.time())
physics = require('physics')
window = {}
NPCs = {}
window.x, window.y = love.window.getDesktopDimensions()
love.window.setMode(window.x, window.y)
player = {
x = window.x/2-window.x/20,
y = window.y/2-window.y/20,
width = 20,
height = 80,
physics = {
velocityX = 0,
velocityY = 0,
airtime = 0,
terminalVelocity = 53
},
bools = {
isAirborne = true,
isWalking = false,
isRunning = false,
isFacingRight = true
},
attributes = {
maxRunningSpeed = 2
},
functions = {}
}
ground = {
x = 0,
y = window.y,
width = window.x,
height = 1
}
love.window.setMode(window.x, window.y)
defaulkeybinds()
player = character.create({"physics", "bools", "attributes", "functions"})
player.x = window.x/2-window.x/20
player.y = window.y/2-window.y/20
player.width = 20
player.height = 80
mouse = {}
function player.functions.getRunningSpeed(runningStatus) if runningStatus then return player.attributes.maxRunningSpeed*2 else return player.attributes.maxRunningSpeed end end
end
@ -41,6 +34,14 @@ function love.update(dt)
input(player, dt)
gravity(player, dt)
mouvement(player, dt)
for i = 1, #NPCs do
gravity(NPCs[i], dt)
wander(NPCs[i], dt)
mouvement(NPCs[i], dt)
if NPCs[i].bools.isInteracting then
sayHello(NPCs[i], dt)
end
end
end
function love.draw()
@ -50,10 +51,18 @@ function love.draw()
else
love.graphics.rectangle("line", player.x-10, player.y-20, 20, 20)
end
for i = 1, #NPCs do
love.graphics.rectangle("fill", NPCs[i].x, NPCs[i].y, NPCs[i].width, NPCs[i].height)
end
for i = 1, #NPCs do
if NPCs[i].bools.isInteracting then
local font = love.graphics.getFont()
local helloText = love.graphics.newText(font, "Hello there")
love.graphics.draw(helloText, NPCs[i].x, NPCs[i].y-10)
end
end
end
function isTouching(hitbox1, hitbox2)
end
function input(object, dt)
object.bools.isWalking = false
@ -62,17 +71,30 @@ function input(object, dt)
if love.keyboard.isDown("lshift") then
object.bools.isRunning = true
end
if love.keyboard.isDown("a") and love.keyboard.isDown("d") then
if love.keyboard.isDown(keybind.left) and love.keyboard.isDown(keybind.right) then
-- you're stopped now :3c
elseif love.keyboard.isDown("a") then
elseif love.keyboard.isDown(keybind.left) then
object.bools.isWalking = true
if math.abs(object.physics.velocityX) + 0.1 < object.functions.getRunningSpeed(object.bools.isRunning) then object.physics.velocityX = object.physics.velocityX - 0.1 else object.physics.velocityX = object.functions.getRunningSpeed(object.bools.isRunning)* -1 end
elseif love.keyboard.isDown("d") then
elseif love.keyboard.isDown(keybind.right) then
object.bools.isWalking = true
if math.abs(object.physics.velocityX) < object.functions.getRunningSpeed(object.bools.isRunning) then object.physics.velocityX = object.physics.velocityX + 0.1 else object.physics.velocityX = object.functions.getRunningSpeed(object.bools.isRunning) end
end
end
function wander(object, dt)
if object.x > object.attributes.wanderpoint + 2 or object.x < object.attributes.wanderpoint - 2 then
object.bools.isWalking = true
if object.x < object.attributes.wanderpoint then
object.physics.velocityX = 1
else
object.physics.velocityX = -1
end
else
object.attributes.wanderpoint = math.random(0, window.x)
end
end
function love.mousemoved(x, y)
if x > player.x then
player.bools.isFacingRight = true
@ -82,5 +104,83 @@ function love.mousemoved(x, y)
end
function love.keypressed(key)
if key == "space" then player.physics.velocityY = player.physics.velocityY - 3 end
if key == keybind.jump then player.physics.velocityY = player.physics.velocityY - 3 end
if key == keybind.interact then
check_space.interactables(player.x, player.y)
end
if key == keybind.create then
NPCs[#NPCs+1] = character.create({"attributes", "functions","bools","physics"}, false)
NPCs[#NPCs].x = math.random(0, window.x-20)
NPCs[#NPCs].y = window.y/2-window.y/20
NPCs[#NPCs].width = 20
NPCs[#NPCs].height = 80
end
end
function sayHello(object, dt)
object.attributes.time_spoken = object.attributes.time_spoken + dt
if object.attributes.time_spoken > 2 then
object.bools.isInteracting = false
object.attributes.time_spoken = 0
end
end
function check_space.interactables(x, y)
for i = 1, #NPCs do
if x > NPCs[i].x -50 and x < NPCs[i].x +50 then
NPCs[i].bools.isInteracting = true
end
end
end
function defaulkeybinds()
keybind = {}
keybind.left = "a"
keybind.right = "d"
keybind.jump = "space"
keybind.interact = "e"
keybind.run = "lshift"
keybind.create = "f"
end
function character.create(chosenSubclasses, isPlayerControlled)
local object = {}
for i = 1, #chosenSubclasses do
local current_subclass = chosenSubclasses[i]
character.subclasses.create[current_subclass](object)
end
if isPlayerControlled == false then
object.attributes.wanderpoint = math.random(0, window.x)
object.bools.isInteracting = false
object.attributes.time_spoken = 0
end
return object
end
function character.subclasses.create.physics(object)
object.physics = {
velocityX = 0,
velocityY = 0,
airtime = 0,
terminalVelocity = 53
}
end
function character.subclasses.create.bools(object)
object.bools = {
isAirborne = true,
isWalking = false,
isRunning = false,
isFacingRight = true
}
end
function character.subclasses.create.attributes(object)
object.attributes = {
maxRunningSpeed = 2
}
end
function character.subclasses.create.functions(object)
object.functions = {}
end

View file

@ -1,3 +1,4 @@
main = require('main')
function gravity(object, dt)
if object.bools.isAirborne == true then
object.physics.airtime = object.physics.airtime + dt