]> Untitled Git - lightcycles-love.git/blobdiff - player.lua
Fixed collision conditions
[lightcycles-love.git] / player.lua
index 42c0f62938f57f16ad9821ff74d81cd88b6cda7f..0a37a0b8eff4c03102f655a0bd037a1e64b1692d 100644 (file)
@@ -1,12 +1,26 @@
+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.position = vec2:new(0, 0)
+Player.vector = vec2:new(0, 0)
 Player.path = {}
+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 {}
@@ -16,8 +30,13 @@ function Player:new(o)
     return o
 end
 
+function Player:__tostring()
+    return self.name
+end
+
 function Player:drawPath()
     if #self.path >= 4 then
+        love.graphics.setLineWidth(2)
         love.graphics.setColor(self.color)
         love.graphics.line(self.path)
     end
@@ -25,7 +44,13 @@ 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
+        )
 
     -- add current position
     self:recordPosition()
@@ -35,25 +60,32 @@ function Player:draw()
 end
 
 function Player:recordPosition()
-    table.insert(self.path, self.position.x + self.width/2)
-    table.insert(self.path, self.position.y + self.height/2)
+    table.insert(self.path, self.position.x)
+    table.insert(self.path, self.position.y)
 end
 
-function Player:update(dt)
-    if love.keyboard.isDown("w") then
-        self.vector = {x=0, y=-self.acceleration}
-        self:recordPosition()
-    elseif love.keyboard.isDown("s") then
-        self.vector = {x=0, y=self.acceleration}
-        self:recordPosition()
-    elseif love.keyboard.isDown("a") then
-        self.vector = {x=-self.acceleration, y=0}
-        self:recordPosition()
-    elseif love.keyboard.isDown("d") then
-        self.vector = {x=self.acceleration, y=0}
-        self:recordPosition()
+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 = self.position + self.vector * self.acceleration * dt
 end