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character.lua
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character.lua
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character={}
local hpDecrease=0
local characterSpeed=300
local characterX,characterY=love.graphics.getDimensions( )
local screenWidth,screenHeight=love.graphics.getDimensions( )
local heroTryCatchDelay=0.15
local heroTryCatchDelta=0
local heroTryCatchCountX=0
local heroTryCatchCountY=0
local heroTryCatchLock=true
characterHeight=100
characterWidth=100
--character.__index = character
function character_load()
require "battle"
require "trigger"
battle_load()
triggerLoad()
characterX=500
characterY=300
isCharacterWake = true
characterWakeTimer = 0
characterCreate()
characterLoad()
end
function character_update(dt)
characterUpdate(dt)
if love.keyboard.isDown("-") then
character.hp=character.hp-1
end
end
function character_keyPressed(key)
if world1_dialogLock and q1_dialogLock and q2_dialogLockKey and q2_dialogLockLine and q3_dialogLock and npc_dialogLock and boss1_dialogLock and q4_dialogLockKey and q5_dialogLockKey and world3_dialogLock then
battle_keyPress(key)
end
if love.keyboard.isDown("q") then
if character.water and not (character.hp == character.maxHp) then
character.water = false
character.hp = character.hp + 10
end
end
if love.keyboard.isDown("w") then
if character.weapon == "sword" then
character.weapon = "gun"
character.atk = character.gunAtk
atk_range = 500
elseif character.weapon == "gun" then
character.weapon = "sword"
character.atk = character.swordAtk
atk_range = 100
end
end
if love.keyboard.isDown(",") then
character.gunAtk = 50
character.bullet = 99
end
end
function character_draw()
love.graphics.setColor(255,255,255)
characterDraw()
battle_draw()
end
--------------------------characterCreat-----------------------------------
function characterCreate()
character.x = characterX
character.y = characterY
character.nx=characterX
character.ny=characterY
character.count=false
--character.count1=true
--character.temp=true
character.px=characterX
character.py=characterY
character.maxHp=100
character.hp=100
character.die=false
character.atk=5
character.speed = characterSpeed
character.animation = walkCreate("img/hero.png", characterWidth, characterHeight, 4, 4)
character.disappear=disappearCreate()
character.Directions = {
["Left"] = 3,
["Up"] = 2,
["Down"] = 1,
["Right"] = 4
}
character.faceDir = "down"
character.delay=0.15
character.delta=0
character.backMove=false
character.water = false
character.weapon = "sword"
character.bullet = 2
character.gunAtk = 7
character.swordAtk = 5
charUnderAttack = love.audio.newSource("audio/charUnderAttack.wav", "static")
end
------------------------characterLoad--------------------------------------
function characterLoad()
for i = 1, character.animation.animations do
local h = character.animation.height * (i-1)
character.animation.sprites[i] = {}
for j = 1, character.animation.frames do
local w = character.animation.width * (j-1)
character.animation.sprites[i][j] = love.graphics.newQuad(w, h, character.animation.width, character.animation.height, character.animation.characterImage:getWidth(), character.animation.characterImage:getHeight())
end
end
end
--------------------characterUpdate--------------------------------------
function characterUpdate(dt)
-- character_run(dt)
world.py = world.y
world.px = world.x
if character.hp<=0 then
character.die=true
end
-- if character.die==true then
-- character.animation.characterImage = love.graphics.newImage("img/baddies.png")
-- character.disappear.count = character.disappear.count + dt
-- if character.disappear.count >=character.disappear.delay then
-- character.disappear.disappearFlog=true
-- character.disappear.count = 0
-- end
-- end
if character.backMove == true then
character.speed = 1000
charabackMoveUpdate(dt)
elseif character.die==false and question==false and conversation == false then
character.speed = characterSpeed
moveStageCheck()
if character.x<character.nx and character.faceDir == "right" then
character.animation.walking = true
characterMove(character.Directions.Right, dt)
characterSetDirection( character.animation.Directions.Right)
elseif character.x>character.nx and character.faceDir == "left" then
character.animation.walking = true
characterMove(character.Directions.Left, dt)
characterSetDirection( character.animation.Directions.Left)
elseif character.y<character.ny and character.faceDir == "down" then
character.animation.walking = true
characterMove(character.Directions.Down, dt)
characterSetDirection( character.animation.Directions.Down)
elseif character.y>character.ny and character.faceDir == "up" then
character.animation.walking = true
characterMove(character.Directions.Up, dt)
characterSetDirection( character.animation.Directions.Up)
elseif love.keyboard.isDown("left") and character.y%100 == 0 and character.y == character.ny and character.x%100 == 0 and character.x == character.nx then
character.animation.walking = true
characterSetDirection( character.animation.Directions.Left)
character.faceDir = "left"
character.delta = character.delta + dt
if character.delta >= character.delay then
character.py = character.y
character.px = character.x
if character.nx ~= 0 and world.leftMove==false and character.count==false then
character.nx = character.x - 100
end
if character.animation.walking == false then
character.delta=0
end
characterMove(character.Directions.Left, dt)
end
elseif love.keyboard.isDown("right") and character.y%100 == 0 and character.y == character.ny and character.x%100 == 0 and character.x == character.nx then
character.animation.walking = true
characterSetDirection( character.animation.Directions.Right)
character.faceDir = "right"
character.delta = character.delta + dt
if character.delta >= character.delay then
character.py = character.y
character.px = character.x
if character.nx ~= 1000 and world.rightMove==false and character.count==false then
character.nx = character.x + 100
end
if character.animation.walking == false then
character.delta=0
end
characterMove(character.Directions.Right, dt)
end
elseif love.keyboard.isDown("up") and character.y%100 == 0 and character.y == character.ny and character.x%100 == 0 and character.x == character.nx then
character.animation.walking = true
characterSetDirection( character.animation.Directions.Up)
character.faceDir = "up"
character.delta = character.delta + dt
if character.delta >= character.delay then
character.py = character.y
character.px = character.x
if character.ny ~= 0 and world.upMove==false and character.count==false then
character.ny = character.y - 100
end
if character.animation.walking == false then
character.delta=0
end
characterMove(character.Directions.Up, dt)
end
elseif love.keyboard.isDown("down") and character.y%100 == 0 and character.y == character.ny and character.x%100 == 0 and character.x == character.nx then
character.animation.walking = true
characterSetDirection( character.animation.Directions.Down)
character.faceDir = "down"
character.delta = character.delta + dt
if character.delta >= character.delay then
character.py = character.y
character.px = character.x
if character.ny ~= 500 and world.downMove==false and character.count==false then
character.ny = character.y + 100
end
if character.animation.walking == false then
character.delta=0
end
characterMove(character.Directions.Down, dt)
end
else
if character.backMove == false then
characterStop()
end
character.py = character.y
character.px = character.x
character.animation.sound:stop()
end
end
end
------------------function backMoveUpdate()--------------------
function charabackMoveUpdate(dt)
if character.backMove == true then
moveStageCheck()
if character.x<character.nx and character.faceDir == "left" then
character.animation.walking = true
characterMove(character.Directions.Right, dt)
characterSetDirection( character.animation.Directions.Left)
elseif character.x>character.nx and character.faceDir == "right" then
character.animation.walking = true
characterMove(character.Directions.Left, dt)
characterSetDirection( character.animation.Directions.Right)
elseif character.y<character.ny and character.faceDir == "up" then
character.animation.walking = true
characterMove(character.Directions.Down, dt)
characterSetDirection( character.animation.Directions.Up)
elseif character.y>character.ny and character.faceDir == "down" then
character.animation.walking = true
characterMove(character.Directions.Up, dt)
characterSetDirection( character.animation.Directions.Down)
else
character.py = character.y
character.px = character.x
character.animation.sound:stop()
character.backMove =false
end
end
end
-----------------characterMove----------------------------------------------
function characterMove(direction, dt)
character.animation.sound:setVolume(getVol())
if direction == character.animation.Directions.Down and question==false and conversation == false then
character.animation.sound:play()
if character.y < character.ny then
character.animation.walking = true
character.y = character.y + character.speed * dt
end
if character.y + character.speed * dt>character.ny then
character.y = character.ny
end
end
if direction == character.animation.Directions.Left and question==false and conversation == false then
character.animation.sound:play()
if character.x > character.nx then
character.animation.walking = true
character.x = character.x - character.speed * dt
end
if character.x - character.speed * dt<character.nx then
character.x = character.nx
end
end
if direction == character.animation.Directions.Right and question==false and conversation == false then
character.animation.sound:play()
if character.x < character.nx then
character.animation.walking = true
character.x = character.x + character.speed * dt
end
if character.x + character.speed * dt>character.nx then
character.x = character.nx
end
end
if direction == character.animation.Directions.Up and question==false and conversation == false then
character.animation.sound:play()
if character.y > character.ny then
character.animation.walking = true
character.y = character.y - character.speed * dt
end
if character.y - character.speed * dt<character.ny then
character.y = character.ny
end
end
end
----------------------characterSetDirection------------------------------------
function characterSetDirection(direction)
character.animation.animating = true
character.animation.nowAnimation = direction
end
---------------------characterStop------------------------------------------
function characterStop()
character.animation.walking = false
if not character.animation.walking then
character.animation.nowFrame = 1
end
character.delta=0
world.delta=0
end
function character_run(dt)
if character.animation.walking then
character.animation.count = character.animation.count + dt
if character.animation.count >= character.animation.delay then
character.animation.nowFrame = (character.animation.nowFrame % character.animation.frames) + 1
character.animation.count = 0
end
end
if isCharacterWake then
characterWakeTimer = characterWakeTimer + dt
else
characterWakeTimer = 0
end
if characterWakeTimer >= 0.2 then
character.hp=character.hp-0.04
characterWakeTimer = 0
end
battle_update(dt)
if character.hp > character.maxHp then
character.hp = character.maxHp
elseif character.hp < 0 then
character.hp = 0
end
end
function moveStageCheck()
if character.x < 400 and world.x ~= 0 then
world.leftMove = true
else
world.leftMove = false
end
if character.x > 600 and world.x + screenWidth < world.width then
world.rightMove = true
else
-- character.py = character.y
--character.px = character.x
world.rightMove = false
end
if character.y > 200 and world.y + screenHeight < world.height then
world.downMove = true
else
world.downMove = false
end
if character.y < 300 and world.y ~= 0 then
world.upMove = true
else
world.upMove = false
end
end
--------------------characterDraw-----------------------------------------------
function characterDraw()
if character.disappear.disappearFlog==false then
love.graphics.draw(character.animation.characterImage, character.animation.sprites[character.animation.nowAnimation][character.animation.nowFrame], character.x, character.y)
end
if character.hp>=0 then
love.graphics.setColor(255,0,0,255)
--love.graphics.rectangle("fill", 10, 10, character.hp*3, 5 )
end
end
--------------------walkCreate-----------------------------------------
function walkCreate(file, width, height, frames, animations)
local walk = {}
--setmetatable(walk, character)
walk.width = width
walk.height = height
walk.frames = frames
walk.animations = animations
walk.characterImage = love.graphics.newImage(file)
walk.sprites = {}
walk.nowFrame = 1
walk.nowAnimation = 1
walk.delay = 0.08
walk.count = 0
walk.walking = false
walk.sound = love.audio.newSource("audio/walking.wav")
walk.Directions = {
["Left"] = 3,
["Up"] = 2,
["Down"] = 1,
["Right"] = 4
}
return walk
end
--------------------disappearCreate------------------------------------
function disappearCreate()
local die={}
die.disappearFlog=false
die.delay=0.3
die.count=0
return die
end
function getHeroX()
return character.x
end
function getHeroY()
return character.y
end
function hpDecline(hpDecrease)
character.hp=character.hp-hpDecrease
interface.isAttacked = true
love.audio.setVolume(0.4)
charUnderAttack:play()
return character.hp
end
function getHeroHP()
return character.hp
end
function getHeroMaxHP()
return character.maxHp
end
function charaMoveBack(backFace,dt)
if world.leftMove == true and backFace == "left" and world.backMove == false then
if world.nx==world.x and world.nx-100 >= 300 and world.count==false then
world.nx = world.nx -100
elseif world.nx ~= world.x and world.nx-200 >= 300 and world.count==false then
world.nx = world.nx-200
end
characterSetDirection( character.animation.Directions.Right)
character.faceDir = "right"
character.animation.walking = true
mapMove(character.Directions.Left, dt)
world.backMove =true
elseif world.rightMove == true and backFace == "right" and world.backMove == false then
if world.nx==world.x and world.nx+100 <= 800 and world.count==false then
world.nx = world.nx +100
elseif world.nx ~= world.x and world.nx+200 <= 800 and world.count==false then
world.nx = world.nx+200
end
characterSetDirection( character.animation.Directions.Left)
character.faceDir = "left"
character.animation.walking = true
mapMove(character.Directions.Right, dt)
world.backMove =true
elseif world.upMove == true and backFace == "up" and world.backMove == false then
if world.ny==world.y and world.ny-100 >= 100 and world.count==false then
world.ny = world.ny -100
elseif world.ny ~= world.y and world.ny-200 >= 100 and world.count==false then
world.ny = world.ny-200
end
characterSetDirection( character.animation.Directions.Down)
character.faceDir = "down"
character.animation.walking = true
mapMove(character.Directions.Up, dt)
world.backMove =true
elseif world.downMove == true and backFace == "down" and world.backMove == false then
if world.ny==world.y and world.ny+100 <= 500 and world.count==false then
world.ny = world.ny +100
elseif world.ny ~= world.y and world.ny+200 <= 100 and world.count==false then
world.ny = world.ny+200
end
characterSetDirection( character.animation.Directions.Up)
character.faceDir = "up"
character.animation.walking = true
mapMove(character.Directions.Down, dt)
world.backMove =true
else
if backFace == "left" and character.backMove == false then
if character.nx==character.x and character.nx-100 >= 0 and world.leftMove==false and character.count==false then
character.nx = character.nx -100
elseif character.nx ~= character.x and character.nx-200 >= 0 and world.leftMove==false and character.count==false then
character.nx = character.nx-200
end
characterSetDirection( character.animation.Directions.Right)
character.faceDir = "right"
character.animation.walking = true
characterMove(character.Directions.Left, dt)
character.backMove =true
elseif backFace == "right" and character.backMove == false then
if character.nx==character.x and character.nx+100 <= 1000 and world.rightMove==false and character.count==false then
character.nx = character.nx +100
elseif character.nx ~= character.x and character.nx+200 <= 1000 and world.rightMove==false and character.count==false then
character.nx = character.nx+200
end
characterSetDirection( character.animation.Directions.Left)
character.faceDir = "left"
character.animation.walking = true
characterMove(character.Directions.Right, dt)
character.backMove =true
elseif backFace == "up" and character.backMove == false then
if character.ny==character.y and character.ny-100 >= 0 and world.upMove==false and character.count==false then
character.ny = character.ny -100
elseif character.ny ~= character.y and character.ny-200 >= 0 and world.upMove==false and character.count==false then
character.ny = character.ny-200
end
characterSetDirection( character.animation.Directions.Down)
character.faceDir = "down"
character.animation.walking = true
characterMove(character.Directions.Up, dt)
character.backMove =true
elseif backFace == "down" and character.backMove == false then
if character.ny==character.y and character.ny+100 <= 500 and world.downMove==false and character.count==false then
character.ny = character.ny +100
elseif character.ny ~= character.y and character.ny+200 <= 500 and world.downMove==false and character.count==false then
character.ny = character.ny+200
end
characterSetDirection( character.animation.Directions.Up)
character.faceDir = "up"
character.animation.walking = true
characterMove(character.Directions.Down, dt)
character.backMove =true
end
end
end
function heroTryCatch(dt)
if heroTryCatchLock then
heroTryCatchCountX=character.x
heroTryCatchCountY=character.y
heroTryCatchLock=false
end
heroTryCatchDelta = heroTryCatchDelta + dt
if heroTryCatchDelta >= heroTryCatchDelay then
if character.x == heroTryCatchCountX and character.x%100 ~=0 then
if character.x % 100 >50 then
character.x = character.x - (character.x % 100) + 100
character.nx=character.x
else
character.x = character.x - (character.x % 100)
character.nx=character.x
end
end
if character.y == heroTryCatchCountY and character.y%100 ~=0 then
if character.y % 100 >50 then
character.y = character.y - (character.y % 100) + 100
character.ny=character.y
else
character.y = character.y - (character.y % 100)
character.ny=character.y
end
end
heroTryCatchDelta=0
heroTryCatchLock=true
end
end