@@ -9,6 +9,9 @@ function Player:init(tempX, tempY, tempT)
self.xStart = tempX
self.yStart = tempY
self.orbitalX = 0
self.orbitalY = 0
-- Speed:
self.xSpeed = 0
self.ySpeed = 0
@@ -20,6 +23,7 @@ function Player:init(tempX, tempY, tempT)
-- Landings:
self.impacttolerance = starshipTypes[tempT].impacttolerance
self.landingspeed = 0
self.landedOn = nil
-- Mass:
self.m = starshipTypes[tempT].mass
@@ -29,8 +33,12 @@ function Player:init(tempX, tempY, tempT)
-- Status:
self.exploding = false
self.inRange = nil
--TEXTURE HERE?
self.texture = love.graphics.newImage(starshipTypes[tempT].texture)
self.width = self.texture:getWidth()
self.height = self.texture:getHeight()
end
@@ -69,7 +77,8 @@ end
function Player:reset()
self.x = self.xStart
self.y = self.yStart
self.landingspeed = 0
self.angle = calc.pi/2
self.xSpeed = 0
self.ySpeed = 0
end
@@ -78,44 +87,39 @@ function Player:flightControls()
-- Anti-clipping feature
local closestPla = calc.closestObj(player)
-- Movement:
local speedChange = self.speed * self.throttle
-- Directional Thrust:
if love.keyboard.isDown(controls.flight.thrust.up)then
if (calc.distance(closestPla.x, closestPla.y, self.x, self.y) > calc.distance(closestPla.x, closestPla.y, self.x, self.y-10) and self:isLanded()) then
debug("Flying into a planet!")
-- debug("Flying into a planet!")
else
self.ySpeed = self.ySpeed - speedChange
debug("Player control: up")
end
end
if love.keyboard.isDown(controls.flight.thrust.down) then
if (calc.distance(closestPla.x, closestPla.y, self.x, self.y) > calc.distance(closestPla.x, closestPla.y, self.x, self.y+10) and self:isLanded()) then
debug("Flying into a planet!")
-- debug("Flying into a planet!")
else
self.ySpeed = self.ySpeed + speedChange
debug("Player control: down")
end
end
if love.keyboard.isDown(controls.flight.thrust.left) then
if (calc.distance(closestPla.x, closestPla.y, self.x, self.y) > calc.distance(closestPla.x, closestPla.y, self.x-10, self.y) and self:isLanded()) then
debug("Flying into a planet!")
-- debug("Flying into a planet!")
else
self.xSpeed = self.xSpeed - speedChange
debug("Player control: left")
end
end
if love.keyboard.isDown(controls.flight.thrust.right) then
if (calc.distance(closestPla.x, closestPla.y, self.x, self.y) > calc.distance(closestPla.x, closestPla.y, self.x+10, self.y) and self:isLanded()) then
debug("Flying into a planet!")
-- debug("Flying into a planet!")
else
self.xSpeed = self.xSpeed + speedChange
debug("Player control: right")
end
end
@@ -126,7 +130,7 @@ function Player:flightControls()
debug("Flying into a planet!")
else
self.xSpeed = self.xSpeed + math.cos(self.angle) * speedChange*2
debug("Ship thrusters X: " .. math.cos(self.angle) .. " " .. math.sin(self.angle) .. " " .. self.angle)
-- debug("Ship thrusters X: " .. math.cos(self.angle) .. " " .. math.sin(self.angle) .. " " .. self.angle)
self.ySpeed = self.ySpeed - math.sin(self.angle) * speedChange*2
end
end
@@ -141,19 +145,19 @@ function Player:flightControls()
-- Reset:
if love.keyboard.isDown(controls.flight.reset) then
self:reset()
debug("Player control: reset")
end
end
function Player:getSpeed()
local x, y = self.xSpeed, self.ySpeed
if x < 0 then
x = -x
end
if y < 0 then
y = -y
end
return x+y
function Player:getSpeed() -- absolute speed
return math.abs(self.xSpeed) + math.abs(self.ySpeed) + math.abs(self.orbitalY) + math.abs(self.orbitalX)
end
function Player:getSpeedTo(obj) -- relative speed to an object
return math.abs(self:getSpeed() - obj:getSpeed())
end
function Player:getOrbitHeight(obj) -- gets the height of the orbit (above surface)
return calc.distance(self.x, self.y, obj.x, obj.y)-obj.r
end
function Player:hasCrashed() --Testing function, see if a player is inside a planet
@@ -168,15 +172,19 @@ end
function Player:isLanded()
local landed = false
for i=1, #planet do
local pla = planet[i]
if calc.distance(self.x, self.y, pla.x, pla.y) <= pla.r then
for i, p in ipairs(planet) do
if self:getOrbitHeight(p) <= 1 then
landed = true
self.landedOn = p
debug("Player touched down on: "..p.name)
end
end
-- Save Landing Speed:
if landed then
self.landingspeed = self:getSpeed()
local player = math.abs(self:getSpeed())
local planet = math.abs(self.landedOn:getSpeed())
self.landingspeed = math.abs(player-planet)
debug("Landing speed: "..self.landingspeed)
end
self:hasCrashed()
@@ -186,13 +194,40 @@ end
function Player:gravity()
if self:isLanded() then
-- Player is landed:
local p = self.landedOn
self.xSpeed, self.ySpeed = 0, 0
end
local p = calc.closestObj(player)
if self:getOrbitHeight(p) < p.r and p.parent then
if self.inRange ~= p then
self.xSpeed = 0
self.ySpeed = 0
self.inRange = p
end
self.orbitalX = p.xSpeed + p.orbitalX
self.orbitalY = p.ySpeed + p.orbitalY
debug("Synced speed" .. self.orbitalX .. " " .. self.orbitalY .. " with " .. p.name)
else
self.inRange = nil
self.orbitalX = 0
self.orbitalY = 0
end
end
function Player:updatePosition()
self.x = self.x + self.xSpeed
self.y = self.y + self.ySpeed
self.x = self.x + self.xSpeed + self.orbitalX
self.y = self.y + self.ySpeed + self.orbitalY
end
function Player:drawTexture(x, y, r)
-- Texture offset and size
local t = {s = 50}
-- Draw Texture
love.graphics.setColor(1, 1, 1)
love.graphics.draw(self.texture, self.x, self.y, -(self.angle-calc.pi/2), 1, 1, self.width/2, self.height/2)
--debug("Angle: "..self.angle)
end
@@ -200,8 +235,6 @@ end
-- MAIN
function Player:update(dt)
--debug(self.warpspeed)
if self.angle > calc.pi*2 then
self.angle = 0
elseif self.angle < 0 then
@@ -217,23 +250,18 @@ end
function Player:draw()
local x, y = self.x, self.y
local dist = 10
-- Funky arrow type form
local vertices = {
-- Top
x, y-dist,
-- Left Bottom
x-dist, y+dist,
-- Middle Down
x, y+dist/2,
-- Right Bottom
x+dist, y+dist
}
if not self.exploding then
love.graphics.setColor(0.5, 0.5, 0.7 )
love.graphics.polygon("fill", vertices)
self:drawTexture(x, y, calc.pi/2 - self.angle)
end
love.graphics.setColor(1, 0, 0)
love.graphics.circle("fill", x, y, 5, 20)
if not self.exploding then
if calc.isDebug then
-- Debugging Draw of actual Player Position
love.graphics.setColor(1, 0, 0)
love.graphics.circle("fill", x, y, 5, 20)
end
-- Directional Circle (temporary until actual rotatable ship texture is made)
love.graphics.circle("fill", x+dist*(1/zoomlevel*2)*math.cos(self.angle), y-dist*(1/zoomlevel*2)*math.sin(self.angle), 1/zoomlevel*2)