]> Untitled Git - lightcycles-love.git/blobdiff - player.lua
Increased player speed
[lightcycles-love.git] / player.lua
index 0bf699053cc20f3c239d3989e9c3f24952fd58d0..0606cb8fa28253dff359af11d7c803f9d25c83f8 100644 (file)
+require 'vec2'
+
 Player = {}
-Player.name = 'player'
+Player.name = 'none'
 Player.color = {255, 0, 0}
 Player.width = 5
 Player.height = 5
-Player.acceleration = 100
-Player.position = {x=0, y=0}
-Player.vector = {x=0, y=0}
+Player.acceleration = 200
+Player.position = vec2:new(0, 0)
+Player.vector = vec2:new(0, 0)
+Player.path = {}
+Player.path.vector = Player.position
+Player.vectors = {
+    up    = vec2:new(0, -1),
+    down  = vec2:new(0, 1),
+    left  = vec2:new(-1, 0),
+    right = vec2:new(1, 0),
+    }
+Player.keys = {
+    w = 'up',
+    s = 'down',
+    a = 'left',
+    d = 'right',
+    }
 
 function Player:new(o)
     o = o or {}
     setmetatable(o, self)
     self.__index = self
+    o.path.vector = o.position
+    o:recordPosition()
     return o
 end
 
+function Player:__tostring()
+    return self.name
+end
+
+function Player:drawPath()
+    local points = {}
+    local node = self.path
+    while node do
+        table.insert(points, node.vector.x)
+        table.insert(points, node.vector.y)
+        node = node.prev
+    end
+    if #points >= 4 then
+        love.graphics.setLineWidth(2)
+        love.graphics.setColor(self.color)
+        love.graphics.line(points)
+    end
+end
+
 function Player:draw()
     love.graphics.setColor(self.color)
-    love.graphics.rectangle('fill', self.position.x, self.position.y, self.width, self.height)
+    love.graphics.rectangle(
+        'fill',
+        self.position.x-self.width/2,
+        self.position.y-self.height/2,
+        self.width,
+        self.height
+        )
+    self:drawPath()
 end
 
-function Player:update(dt)
-    if love.keyboard.isDown("w") then
-        self.vector = {x=0, y=-self.acceleration}
-    elseif love.keyboard.isDown("s") then
-        self.vector = {x=0, y=self.acceleration}
-    elseif love.keyboard.isDown("a") then
-        self.vector = {x=-self.acceleration, y=0}
-    elseif love.keyboard.isDown("d") then
-        self.vector = {x=self.acceleration, y=0}
+function Player:recordPosition()
+    local v = vec2:new(self.position.x, self.position.y)
+    self.position = v
+    print('Recording position for '..tostring(self)..': '..tostring(self.position))
+    local node = {}
+    node.vector = v
+    node.prev = self.path
+    self.path.next = node
+    self.path = node
+end
+
+function Player:multiple_keys_are_pressed()
+    local count = 0
+    for key,_ in pairs(self.keys) do
+        if love.keyboard.isDown(key) then
+            count = count + 1
+        end
     end
+    return count > 1
+end
 
-    self.position.x = self.position.x + self.vector.x * dt
-    self.position.y = self.position.y + self.vector.y * dt
+function Player:update(dt)
+    if not self:multiple_keys_are_pressed() then
+        for key, name in pairs(self.keys) do
+            if love.keyboard.isDown(key)
+            and self.vector ~= self.vectors[name]
+            and (self.vector + self.vectors[name]):length() > 0
+            then
+                self.vector = self.vectors[name]
+                self:recordPosition()
+                break
+            end
+        end
+    end
+    self.position:add(self.vector * self.acceleration * dt)
 end