Rocket-Bytes/Source/Player.lua

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local velocity = {x=0,y=0}
local lerpmnt <const> = 0.5
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grav = 0.2
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scale = 1
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local dead = false
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local follow = false
function getFollow()
return follow
end
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local rocketfly = nil
local exists = false
local active = false
local gfx <const> = playdate.graphics
local imgRocket = gfx.image.new("gfx/rocket")
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local imgFire = gfx.imagetable.new("gfx/fire")
assert(imgRocket)
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sprRocket = gfx.sprite.new(imgRocket)
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local loopFire = gfx.animation.loop.new(200,imgFire)
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sprRocket:setCollideRect(9, 9, 10, 10)
local startpos = {x=0,y=0}
sprRocket:setGroups({1,2,3})
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local imgBigRocket = gfx.image.new("gfx/bigrocket")
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local imgBigFire = gfx.imagetable.new("gfx/bigrocketfire")
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local imgSpawn = gfx.image.new("gfx/spawn")
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assert(imgBigRocket)
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assert(imgBigFire)
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assert(imgSpawn)
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local loopBigFire = gfx.animation.loop.new(200,imgBigFire)
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local sprBigRocket = gfx.sprite.new(imgBigRocket)
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local sprSpawn = gfx.sprite.new(imgSpawn)
sprBigRocket:setCollideRect(0,0,64,64)
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sprBigRocket:setGroups({2})
sprBigRocket:setCollidesWithGroups({2})
local resetButton = nil
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local sfxDie = playdate.sound.sampleplayer.new("sfx/die")
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function setSpawn(_x,_y)
startpos = {x=_x,y=_y}
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miniExplode(sprSpawn.x,sprSpawn.y)
sprSpawn:moveTo(_x,_y)
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end
local function die()
deaths +=1
explode(sprRocket.x,sprRocket.y)
active = false
velocity = {x=0,y=0}
sprRocket:moveTo(startpos.x, startpos.y)
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miniExplode(startpos.x,startpos.y)
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sfxDie:play()
end
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function addPlayer(_x,_y,__x,__y, camfollow)
exists = true
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dead = false
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scale = 1
active = false
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sprSpawn:add()
sprSpawn:moveTo(_x,_y)
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if camfollow ~= nil then
follow = camfollow
else
follow = true
end
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velocity = {x=0,y=0}
startpos = {x= _x,y=_y}
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sprBigRocket:moveTo(__x,__y)
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sprBigRocket:removeAnimator()
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sprBigRocket:setImage(imgBigRocket)
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sprBigRocket:add()
sprRocket:moveTo(_x,_y)
sprRocket:add()
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sprRocket:setVisible(true)
resetButton = playdate.getSystemMenu():addMenuItem("respawn", function()
die()
end)
end
function killPlayer()
tutorial = nil
song:setFinishCallback(nil)
exists = false
active = false
sprRocket:remove()
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sprRocket:removeAnimator()
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sprBigRocket:remove()
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sprBigRocket:removeAnimator()
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gfx.setDrawOffset(0,0)
if resetButton ~= nil then playdate.getSystemMenu():removeMenuItem(resetButton) end
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resetButton = nil
end
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local function playerWin()
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if active then
playdate.getSystemMenu():removeMenuItem(resetButton)
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song:stop()
song:load("sfx/song3")
song:play(1)
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local startPos = playdate.geometry.point.new(sprRocket.x, sprRocket.y)
local endPos = playdate.geometry.point.new(sprBigRocket.x, sprBigRocket.y)
sprRocket:setAnimator(gfx.animator.new(800, startPos, endPos))
rocketfly = playdate.timer.new(6000, function(timer)
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if dead then
local stPos = playdate.geometry.point.new(sprBigRocket.x, sprBigRocket.y)
local ndPos = playdate.geometry.point.new(sprBigRocket.x, sprBigRocket.y - 1000)
sprBigRocket:setAnimator(gfx.animator.new(3000,stPos,ndPos, playdate.easingFunctions.inCubic))
end
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end)
song:setFinishCallback(function()
song:setFinishCallback(nil)
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if next then
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map = next
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end
totalEnergy = 0
showEnergy = false
energy = 0
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killPlayer()
removeMap()
killBlades()
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if (mode == "game" or mode == "hgame") and next then
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playdate.datastore.delete("savegame")
playdate.datastore.write({savedLevel=map,savedDeaths=deaths},"savegame")
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next = nil
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addMapSave(map)
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elseif mode == "game" then
beginEndCutscene()
next = nil
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else
next = nil
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mainMenuCreation()
createMenu(mainmenu)
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end
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end)
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end
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active = false
exists = false
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dead = true
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if playdate.buttonJustPressed(playdate.kButtonA) then
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song:setFinishCallback(nil)
if next then
map = next
end
local ts = playdate.timer.allTimers()
for i = 1, #ts, 1 do
ts[i]:remove()
end
totalEnergy = 0
showEnergy = false
energy = 0
killPlayer()
removeMap()
killBlades()
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if (mode == "game" or mode == "hgame") and next then
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playdate.datastore.delete("savegame")
playdate.datastore.write({savedLevel=map,savedDeaths=deaths},"savegame")
next = nil
addMapSave(map)
elseif mode == "game" then
beginEndCutscene()
next = nil
else
next = nil
mainMenuCreation()
createMenu(mainmenu)
end
end
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end
function updatePlayer()
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playdate.timer.updateTimers()
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sprRocket:setImage(imgRocket)
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local inp = (playdate.buttonIsPressed(playdate.kButtonUp) or playdate.buttonIsPressed(playdate.kButtonDown) or playdate.buttonIsPressed(playdate.kButtonLeft) or playdate.buttonIsPressed(playdate.kButtonRight) or playdate.buttonIsPressed(playdate.kButtonA) or playdate.buttonIsPressed(playdate.kButtonB))
if active == true then
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if inp then
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velocity.x = velocity.x + math.sin(math.rad(playdate.getCrankPosition())) /2
velocity.y = velocity.y - math.cos(math.rad(playdate.getCrankPosition())) /2
end
sprRocket:moveBy(velocity.x,velocity.y)
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if follow then
local cx, cy = gfx.getDrawOffset()
gfx.setDrawOffset(playdate.math.lerp(cx,(-sprRocket.x + 200), lerpmnt), playdate.math.lerp(cy,(-sprRocket.y + 120), lerpmnt))
end
sprRocket:setRotation(0)
sprRocket:update()
--print(#sprRocket:overlappingSprites())
velocity.y += grav
if #sprRocket:overlappingSprites() > 0 then
die()
end
elseif exists == true then
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if (playdate.buttonJustPressed(playdate.kButtonUp) or playdate.buttonJustPressed(playdate.kButtonDown) or playdate.buttonJustPressed(playdate.kButtonLeft) or playdate.buttonJustPressed(playdate.kButtonRight) or playdate.buttonJustPressed(playdate.kButtonA) or playdate.buttonJustPressed(playdate.kButtonB)) and playdate.isCrankDocked() == false then
active = true
end
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if follow then
local cx, cy = gfx.getDrawOffset()
gfx.setDrawOffset(playdate.math.lerp(cx,(-sprRocket.x + 200), lerpmnt), playdate.math.lerp(cy,(-sprRocket.y + 120), lerpmnt))
end
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elseif dead == true then
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if follow then
local cx, cy = gfx.getDrawOffset()
gfx.setDrawOffset(playdate.math.lerp(cx,(-sprRocket.x + 200), 0.1), playdate.math.lerp(cy,(-sprRocket.y + 120), 0.1))
end
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sprBigRocket:setImage(loopBigFire:image())
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if scale > 0.1 then
scale -= 0.05
else
sprRocket:setVisible(false)
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end
end
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updateExit()
sprRocket:setScale(scale,scale)
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sprRocket:setRotation(playdate.getCrankPosition())
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if active and inp then
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sprRocket:setImage(loopFire:image())
end
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if not follow then
if sprRocket.y > 240 then
sprRocket:moveTo(sprRocket.x, 0)
elseif sprRocket.y < 0 then
sprRocket:moveTo(sprRocket.x, 240)
end
if sprRocket.x > 400 then
sprRocket:moveTo(0, sprRocket.y)
elseif sprRocket.x < 0 then
sprRocket:moveTo(400, sprRocket.y)
end
end
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end
function updateExit()
if #sprBigRocket:overlappingSprites() > 0 and energy == totalEnergy then
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playerWin()
end
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end