Very-minor-I-did-a-shitload-of-things-but-none-of-them-worked update!

Ok, here's the thing.
You fix one thing, try to implement another, and poof, there went my evening and worst thing Is I fixed something very *unimportant*

Anyways I commented out all the faulty code, If anyone's reading this, I beg you for help.
   ~ Dan
This commit is contained in:
Dangrain 2025-01-12 01:28:15 +01:00 committed by GitHub
parent cbe4cfe965
commit d8a9484970
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GPG key ID: B5690EEEBB952194
5 changed files with 99 additions and 41 deletions

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@ -15,8 +15,14 @@ function love.load()
-- collision thing
wall = {x = 100, y = 100, width = 50, height = 50}
wall.sprite = love.graphics.newImage('sprites/white.png')
guard = {x = 100, y = 100, width = 64, height = 64}
guard.sprite = love.graphics.newImage('sprites/guard.png')
guard.dead = false
guard.uncons = false
guard.ok = true
guard.body = love.graphics.newImage('sprites/guard_body.png')
-- If you installed transform.lua
local transform = require 'libs/transform'
@ -41,11 +47,16 @@ function love.load()
--agent.animations.nul = anim8.newAnimation(agent.grid('1-3', 2), 0.15)
agent.width = 64
agent.height = 64
agent.jumped_left = love.graphics.newImage('sprites/agent_jump_left.png')
agent.pouncing = love.graphics.newImage('sprites/pouncing.png')
agent.anim = agent.animations.right
isMouseDown = false
mouseX, mouseY = 0, 0
disableShooting = false
--pouncing = false
gun = {}
--gun.x = agent.x + 5
@ -144,22 +155,25 @@ function love.update(dt)
agent.x = agent.x + agent.vx * dt
agent.y = agent.y + agent.vy * dt
--if pouncing == false then
if love.mouse.isDown(1) then
isMouseDown = true
mouseX, mouseY = love.mouse.getPosition()
disableShooting = true
else
if love.mouse.isDown(1) then
isMouseDown = true
mouseX, mouseY = love.mouse.getPosition()
else
if isMouseDown then
local dx = mouseX - agent.x
local dy = mouseY - agent.y
local distance = math.sqrt(dx * dx + dy * dy)
if isMouseDown then
local dx = mouseX - agent.x
local dy = mouseY - agent.y
local distance = math.sqrt(dx * dx + dy * dy)
agent.vx = (dx / distance) * agent.speed
agent.vy = (dy / distance) * agent.speed
end
isMouseDown = false
end
agent.vx = (dx / distance) * agent.speed
agent.vy = (dy / distance) * agent.speed
end
isMouseDown = false
disableShooting = false
--end
end
local damping = 0.98
@ -178,24 +192,33 @@ function love.update(dt)
agent.vy = 0
end
if checkCollision(agent, wall) then
t = 0 + 1
--if checkCollision(agent, guard) then
--t = 0 + 1
--pouncing = true
--if pouncing == true then
--love.graphics.print("You're poucing, up to kill, down to knock out", 280, 10)
--end
end
--end
-- 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)
bullet_numer = bullet_numer + 1
elseif agent.anim == agent.animations.left then
spawnBullets(gun.x, gun.y, -500, 0, 0, 0, 2)
bullet_numer = bullet_numer + 1
end
--if pouncing == false then
if disableShooting == false then
if agent.anim == agent.animations.right then
spawnBullets(gun.x, gun.y, 500, 0, 0, 0, 2)
bullet_numer = bullet_numer + 1
elseif agent.anim == agent.animations.left then
spawnBullets(gun.x, gun.y, -500, 0, 0, 0, 2)
bullet_numer = bullet_numer + 1
end
--end
end
end
-- I swear, these monkey wrenched solutions will stop working at some point, but for now we shall enjoy
@ -206,15 +229,13 @@ end
-- Draw a coloured rectangle.
function love.draw()
-- In versions prior to 11.0, color component values are (0, 102, 102)
love.graphics.print(agent.x, 10, 210)
love.graphics.print(int, 350, 0)
--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", guard.x, guard.y, guard.width, guard.height)
love.graphics.print(t)
love.graphics.circle("fill", gun.x, gun.y, 2)
love.graphics.print(gun.x, 10, 250)
@ -223,20 +244,57 @@ function love.draw()
love.graphics.setColor(255, 174, 66)
drawBullets()
if isMouseDown then
drawDottedArc(agent.x, agent.y, mouseX, mouseY)
love.graphics.draw(agent.jumped, agent.x, agent.y, nil, 1)
end
collider.draw()
if not isMouseDown then
agent.anim:draw(agent.spriteSheet, agent.x, agent.y, nil, 1)
end
--if pouncing == false then
if isMouseDown then
drawDottedArc(agent.x, agent.y, mouseX, mouseY)
if mouseX > agent.x + 2 then
love.graphics.draw(agent.jumped, agent.x, agent.y, nil, 1)
elseif mouseX < agent.x - 2 then
love.graphics.draw(agent.jumped_left, agent.x, agent.y, nil, 1)
end
end
-- if guard.ok == true then
love.graphics.draw(guard.sprite, guard.x, guard.y, nil, 1 )
-- elseif guard.dead or guard.uncons then
-- love.graphics.draw(guard.body, guard.x, guard.y, nil, 1)
--end
if not isMouseDown then
agent.anim:draw(agent.spriteSheet, agent.x, agent.y, nil, 1)
end
--elseif pouncing == true and guard.ok == true then
--love.graphics.draw(agent.pouncing, agent.x, agent.y, nil, 1)
--guard.x, guard.y = agent.x, agent.y
--if love.keyboard.isDown("down") then
--guard.uncons = true
--guard.dead = false
--guard.ok = false
--love.graphics.print("Non-lethal", 250, 10)
--pouncing = false
--guard.x, guard.y = guard.x - 20, guard.y
--love.graphics.draw(guard.body, guard.x, guard.y, nil, 1)
--agent.x = agent.x + 20
--elseif love.keyboard.isDown("up") then
--guard.dead = true
--love.graphics.print("Lethal", 250, 10)
--guard.uncons = false
--guard.ok = false
--pouncing = false
--guard.x, guard.y = guard.x - 20, guard.y + 0
--endMysuffering()
--love.graphics.draw(guard.body, guard.x, guard.y, nil, 1)
end
--end
--end
function drawDottedArc(x1, y1, x2, y2)
local numDots = 20

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