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local velLimit = 400
Player = Tile:extend{
image = 'data/player.png',
maxVelocity = {x=velLimit,y=velLimit},
minVelocity = {x=-velLimit, y=-velLimit},
onNew = function(self)
self.collider = PlayerCollider:new()
the.view:add(self.collider)
end,
onStartFrame = function(self)
if the.keys:pressed('left') then
self.velocity.x = -200 * the.activeMaze.moveMod
elseif the.keys:pressed('right') then
self.velocity.x = 200 * the.activeMaze.moveMod
else
self.velocity.x = 0
end
if the.keys:pressed('up') then
self.velocity.y = -200 * the.activeMaze.moveMod
elseif the.keys:pressed('down') then
self.velocity.y = 200 * the.activeMaze.moveMod
else
self.velocity.y = 0
end
end,
onUpdate = function(self, dt)
self.collider.x = self.x + self.width / 2 * (1 - self.scale)
self.collider.y = self.y + self.height / 2 * (1 - self.scale)
end,
}
PlayerCollider = Fill:extend{
fill = {0,0,255},
onUpdate = function(self, dt)
self.visible = DEBUG and the.console.visible
end,
onCollide = function(self, other)
local p = the.player
other:displace(self)
p.x = self.x - p.width / 2 * (1 - p.scale)
p.y = self.y - p.height / 2 * (1 - p.scale)
end
}
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