Bullethose Jumper update
Bullethose Jumper update: Added a semi reliable system for shooting, shooting delay Is not done yet (Hence the update name), but Is planned to have a debut in the next update, Fixed bug where the player texture would be drawn over the player jump texture (Hence the update name) Planning is being done over how collisions will work. But for now I'm Ignoring that because honestly that's more math than I can handle.
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@ -14,7 +14,6 @@ function love.load()
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-- It's on github
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-- It's on github
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-- collision thing
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-- collision thing
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wall = {x = 100, y = 100, width = 50, height = 50}
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wall = {x = 100, y = 100, width = 50, height = 50}
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wall.sprite = love.graphics.newImage('sprites/white.png')
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wall.sprite = love.graphics.newImage('sprites/white.png')
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@ -37,6 +36,9 @@ function love.load()
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agent.animations.right = anim8.newAnimation( agent.grid('1-3', 1),0.15)
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agent.animations.right = anim8.newAnimation( agent.grid('1-3', 1),0.15)
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agent.animations.left = anim8.newAnimation( agent.grid('1-3', 2),0.15)
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agent.animations.left = anim8.newAnimation( agent.grid('1-3', 2),0.15)
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agent.jumped = love.graphics.newImage('sprites/agent_jump.png')
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agent.jumped = love.graphics.newImage('sprites/agent_jump.png')
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--agent.nil_grid = love.graphics.newImage('sprites/nul.png')
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--agent.animations.nul_spritesheet = anim8.newGrid( 64, 64, agent.nil_grid:getWidth(), agent.nil_grid:getHeight() )
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--agent.animations.nul = anim8.newAnimation(agent.grid('1-3', 2), 0.15)
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agent.width = 64
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agent.width = 64
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agent.height = 64
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agent.height = 64
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@ -46,13 +48,13 @@ function love.load()
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mouseX, mouseY = 0, 0
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mouseX, mouseY = 0, 0
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gun = {}
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gun = {}
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gun.x = agent.x + 5
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--gun.x = agent.x + 5
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gun.y = agent.y - 5
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--gun.y = agent.y - 5
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bullet = {}
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bullet = {}
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spawnBullets(0, 0, 500, 0, 100, 0, 2)
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spawnBullets(0, 0, 500, 0, 100, 0, 2)
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bullet_numer = 0
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end
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end
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function spawnBullets(x, y, vx, vy, ax, ay, r)
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function spawnBullets(x, y, vx, vy, ax, ay, r)
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@ -71,7 +73,8 @@ end
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function drawBullets()
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function drawBullets()
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for _, bullet in ipairs(bullet) do
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for _, bullet in ipairs(bullet) do
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love.graphics.setColor(255, 174, 66)
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--love.graphics.setColor(255, 174, 66)
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--love.graphics.setColor(1, 0, 0)
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love.graphics.circle("fill", bullet.x, bullet.y, bullet.r)
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love.graphics.circle("fill", bullet.x, bullet.y, bullet.r)
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end
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end
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end
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end
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@ -93,6 +96,9 @@ end
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function love.update(dt)
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function love.update(dt)
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updateBullets(dt)
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updateBullets(dt)
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agent.y = agent.y + 0 --this is gravity here at play trust
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agent.y = agent.y + 0 --this is gravity here at play trust
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@ -174,6 +180,7 @@ function love.update(dt)
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if checkCollision(agent, wall) then
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if checkCollision(agent, wall) then
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t = 0 + 1
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t = 0 + 1
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end
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end
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-- collision checker thingy
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-- collision checker thingy
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@ -183,8 +190,10 @@ function love.update(dt)
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if love.mouse.isDown(2) then
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if love.mouse.isDown(2) then
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if agent.anim == agent.animations.right then
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if agent.anim == agent.animations.right then
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spawnBullets(gun.x, gun.y, 500, 0, 0, 0, 2)
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spawnBullets(gun.x, gun.y, 500, 0, 0, 0, 2)
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bullet_numer = bullet_numer + 1
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elseif agent.anim == agent.animations.left then
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elseif agent.anim == agent.animations.left then
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spawnBullets(gun.x, gun.y, -500, 0, 0, 0, 2)
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spawnBullets(gun.x, gun.y, -500, 0, 0, 0, 2)
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bullet_numer = bullet_numer + 1
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end
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end
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end
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end
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@ -204,12 +213,13 @@ function love.draw()
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-- In versions prior to 11.0, color component values are (0, 102, 102)
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-- In versions prior to 11.0, color component values are (0, 102, 102)
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love.graphics.print(agent.x, 10, 210)
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love.graphics.print(agent.x, 10, 210)
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love.graphics.print(int, 350, 0)
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love.graphics.print(int, 350, 0)
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agent.anim:draw(agent.spriteSheet, agent.x, agent.y, nil, 1)
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--agent.anim:draw(agent.spriteSheet, agent.x, agent.y, nil, 1)
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love.graphics.rectangle("fill", wall.x, wall.y, wall.width, wall.height)
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love.graphics.rectangle("fill", wall.x, wall.y, wall.width, wall.height)
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love.graphics.print(t)
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love.graphics.print(t)
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love.graphics.circle("fill", gun.x, gun.y, 2)
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love.graphics.circle("fill", gun.x, gun.y, 2)
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love.graphics.print(gun.x, 10, 250)
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love.graphics.print(gun.x, 10, 250)
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love.graphics.print(gun.y, 10, 260)
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love.graphics.print(gun.y, 10, 260)
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love.graphics.print(bullet_numer, 20, 300)
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love.graphics.setColor(255, 174, 66)
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love.graphics.setColor(255, 174, 66)
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drawBullets()
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drawBullets()
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@ -220,6 +230,12 @@ function love.draw()
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love.graphics.draw(agent.jumped, agent.x, agent.y, nil, 1)
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love.graphics.draw(agent.jumped, agent.x, agent.y, nil, 1)
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end
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end
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collider.draw()
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collider.draw()
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if not isMouseDown then
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agent.anim:draw(agent.spriteSheet, agent.x, agent.y, nil, 1)
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end
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end
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end
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function drawDottedArc(x1, y1, x2, y2)
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function drawDottedArc(x1, y1, x2, y2)
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BIN
actual game/sprites/nul.png
Normal file
After Width: | Height: | Size: 7.3 KiB |
BIN
actual game/spritesheet/agent1.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
actual game/spritesheet/agent2.png
Normal file
After Width: | Height: | Size: 1.5 KiB |
BIN
actual game/spritesheet/agent3.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
actual game/spritesheet/agent4.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
BIN
actual game/spritesheet/spritesheet.png
Normal file
After Width: | Height: | Size: 8 KiB |
BIN
actual game/spritesheet/spritesheet2.png
Normal file
After Width: | Height: | Size: 2.5 KiB |
BIN
actual game/spritesheet/spritesheet3.png
Normal file
After Width: | Height: | Size: 9.1 KiB |