I have no Idea any more

Added QOL thing

Added list of things to do
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Dangrain 2025-01-13 01:14:46 +01:00 committed by GitHub
parent d8a9484970
commit b660611e8a
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@ -1,4 +1,31 @@
-- Load some default values for our agent. -- Load some default values for our agent.
-- Reminder:
-- Add a non gun animation to the agent
-- Add intimidation value, and intimidation range (hopefully upgradable)
-- Add sprinting? Or just slow player down on pulling the gun out?
-- Add pouncing (or at least fix It)
-- Add/Fix Collisions
-- Fix the fucking gun
-- Seek professional mental help (I'm In pain)
local r, g, b = love.math.colorFromBytes(132, 193, 238) local r, g, b = love.math.colorFromBytes(132, 193, 238)
love.graphics.setBackgroundColor(r, g, b) love.graphics.setBackgroundColor(r, g, b)
local timer = 0 local timer = 0
@ -12,7 +39,7 @@ 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 -- It's on github
vr = 0
-- collision thing -- collision thing
guard = {x = 100, y = 100, width = 64, height = 64} guard = {x = 100, y = 100, width = 64, height = 64}
@ -56,7 +83,7 @@ function love.load()
isMouseDown = false isMouseDown = false
mouseX, mouseY = 0, 0 mouseX, mouseY = 0, 0
disableShooting = false disableShooting = false
--pouncing = false -- pouncing = false
gun = {} gun = {}
--gun.x = agent.x + 5 --gun.x = agent.x + 5
@ -65,7 +92,7 @@ function love.load()
bullet = {} bullet = {}
spawnBullets(0, 0, 500, 0, 100, 0, 2) spawnBullets(0, 0, 500, 0, 100, 0, 2)
bullet_numer = 0 bullet_numer = 6
end end
function spawnBullets(x, y, vx, vy, ax, ay, r) function spawnBullets(x, y, vx, vy, ax, ay, r)
@ -105,11 +132,10 @@ end
function love.update(dt) function love.update(dt)
updateBullets(dt) updateBullets(dt)
agent.y = agent.y + 0 --this is gravity here at play trust agent.y = agent.y + 0 --this is gravity here at play trust
@ -119,6 +145,7 @@ function love.update(dt)
if agent.anim == agent.animations.right then -- making the gun work if agent.anim == agent.animations.right then -- making the gun work
gun.x = agent.x + 60 gun.x = agent.x + 60
end end
@ -192,41 +219,47 @@ end
agent.vy = 0 agent.vy = 0
end end
--if checkCollision(agent, guard) then if checkCollision(agent, guard) then
--t = 0 + 1 t = 0 + 1
--pouncing = true --pouncing = true
--if pouncing == true then --if pouncing == true then
--love.graphics.print("You're poucing, up to kill, down to knock out", 280, 10) --love.graphics.print("You're poucing, up to kill, down to knock out", 280, 10)
--end --end
--end end
-- collision checker thingy -- collision checker thingy
-- pain, suffering and bullets -- pain, suffering and bullets
magazine()
if love.mouse.isDown(2) then
if love.mouse.isDown(2) and not disableShooting then
--if pouncing == false then --if pouncing == false then
if disableShooting == false then
if agent.anim == agent.animations.right then if agent.anim == agent.animations.right then
spawnBullets(gun.x, gun.y, 500, 0, 0, 0, 2) spawnBullets(gun.x, gun.y, 500, 0, 0, 0, 2)
bullet_numer = bullet_numer + 1 bullet_numer = bullet_numer - 1
elseif agent.anim == agent.animations.left then elseif agent.anim == agent.animations.left then
spawnBullets(gun.x, gun.y, -500, 0, 0, 0, 2) spawnBullets(gun.x, gun.y, -500, 0, 0, 0, 2)
bullet_numer = bullet_numer + 1 bullet_numer = bullet_numer - 1
end end
--end --end
end
end end
-- I swear, these monkey wrenched solutions will stop working at some point, but for now we shall enjoy -- I swear, these monkey wrenched solutions will stop working at some point, but for now we shall enjoy
end end
function magazine()
if bullet_numer <= 0 then
disableShooting = true
end
end
-- Draw a coloured rectangle. -- Draw a coloured rectangle.
@ -242,6 +275,7 @@ function love.draw()
love.graphics.print(gun.y, 10, 260) love.graphics.print(gun.y, 10, 260)
love.graphics.print(bullet_numer, 20, 300) love.graphics.print(bullet_numer, 20, 300)
love.graphics.setColor(255, 174, 66) love.graphics.setColor(255, 174, 66)
drawBullets() drawBullets()
collider.draw() collider.draw()
@ -254,8 +288,10 @@ function love.draw()
drawDottedArc(agent.x, agent.y, mouseX, mouseY) drawDottedArc(agent.x, agent.y, mouseX, mouseY)
if mouseX > agent.x + 2 then if mouseX > agent.x + 2 then
love.graphics.draw(agent.jumped, agent.x, agent.y, nil, 1) love.graphics.draw(agent.jumped, agent.x, agent.y, nil, 1)
agent.anim = agent.animations.right
elseif mouseX < agent.x - 2 then elseif mouseX < agent.x - 2 then
love.graphics.draw(agent.jumped_left, agent.x, agent.y, nil, 1) love.graphics.draw(agent.jumped_left, agent.x, agent.y, nil, 1)
agent.anim = agent.animations.left
end end
end end
-- if guard.ok == true then -- if guard.ok == true then