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Dangrain 2025-01-09 01:33:06 +01:00 committed by GitHub
parent 7ee964105e
commit 91f7235c99
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@ -4,12 +4,14 @@ love.graphics.setBackgroundColor(r, g, b)
local timer = 0 local timer = 0
local int = math.ceil(timer) local int = math.ceil(timer)
collider = require 'libs/collider' collider = require 'libs/collider'
function love.load() function love.load()
local dbgcol = {1,1,1} local dbgcol = {1,1,1}
-- THE RIGHT ONE WILL -- THE RIGHT ONE WILL
-- It's on github
@ -42,12 +44,73 @@ function love.load()
isMouseDown = false isMouseDown = false
mouseX, mouseY = 0, 0 mouseX, mouseY = 0, 0
gun = {}
gun.x = agent.x + 5
gun.y = agent.y - 5
bullet = {}
spawnBullets(0, 0, 500, 0, 100, 0, 2)
end end
function spawnBullets(x, y, vx, vy, ax, ay, r)
table.insert(bullet, {
x = x,
y = y,
vx = vx,
vy = vy,
ax = ax,
ay = ay,
r = r
})
end
function drawBullets()
for _, bullet in ipairs(bullet) do
love.graphics.setColor(255, 174, 66)
love.graphics.circle("fill", bullet.x, bullet.y, bullet.r)
end
end
function updateBullets(dt)
for _, bullet in ipairs(bullet) do
bullet.vx = bullet.vx + bullet.ax * dt
bullet.vy = bullet.vy + bullet.ay * dt
bullet.x = bullet.x + bullet.vx * dt
bullet.y = bullet.y + bullet.vy * dt
end
end
function love.update(dt) function love.update(dt)
updateBullets(dt)
agent.y = agent.y + 0 --this is gravity here at play trust
gun.y = agent.y + 30
collider.update() collider.update()
if agent.anim == agent.animations.right then -- making the gun work
gun.x = agent.x + 60
end
if agent.anim == agent.animations.left then -- also making the gun work
gun.x = agent.x - -5
end
t = 0 -- counter thing t = 0 -- counter thing
timer = timer + dt timer = timer + dt
local distance local distance
@ -56,12 +119,14 @@ function love.update(dt)
agent.anim = agent.animations.right agent.anim = agent.animations.right
agent.x = agent.x + 2 agent.x = agent.x + 2
isMoving = true isMoving = true
gun.x = agent.x + 60 --make the gun face right
end end
if love.keyboard.isDown("left") then if love.keyboard.isDown("left") then
isMoving = true isMoving = true
agent.x = agent.x - 2 agent.x = agent.x - 2
agent.anim = agent.animations.left agent.anim = agent.animations.left
gun.x = agent.x - -5 --make the gun face left I guess
end end
agent.anim:update(dt) agent.anim:update(dt)
@ -112,6 +177,20 @@ function love.update(dt)
end end
-- collision checker thingy -- collision checker thingy
-- pain, suffering and bullets
if love.mouse.isDown(2) then
if agent.anim == agent.animations.right then
spawnBullets(gun.x, gun.y, 500, 0, 0, 0, 2)
elseif agent.anim == agent.animations.left then
spawnBullets(gun.x, gun.y, -500, 0, 0, 0, 2)
end
end
-- I swear, these monkey wrenched solutions will stop working at some point, but for now we shall enjoy
end end
@ -119,6 +198,7 @@ end
-- Draw a coloured rectangle. -- Draw a coloured rectangle.
function love.draw() function love.draw()
-- In versions prior to 11.0, color component values are (0, 102, 102) -- In versions prior to 11.0, color component values are (0, 102, 102)
@ -127,6 +207,12 @@ function love.draw()
agent.anim:draw(agent.spriteSheet, agent.x, agent.y, nil, 1) agent.anim:draw(agent.spriteSheet, agent.x, agent.y, nil, 1)
love.graphics.rectangle("fill", wall.x, wall.y, wall.width, wall.height) love.graphics.rectangle("fill", wall.x, wall.y, wall.width, wall.height)
love.graphics.print(t) love.graphics.print(t)
love.graphics.circle("fill", gun.x, gun.y, 2)
love.graphics.print(gun.x, 10, 250)
love.graphics.print(gun.y, 10, 260)
love.graphics.setColor(255, 174, 66)
drawBullets()
if isMouseDown then if isMouseDown then