Add Ika weaponry, lots of cleanup, new art assets.
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5019be454c
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6 changed files with 65 additions and 39 deletions
27
src/kani.lua
27
src/kani.lua
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@ -8,6 +8,7 @@ import "bullet"
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import "ui"
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local gfx <const> = playdate.graphics
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local geom <const> = playdate.geometry
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local BASE_CHARGE_FACTOR <const> = 15
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local BASE_WEAPON_CHARGE_SPEED <const> = 1000
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@ -39,8 +40,7 @@ local POWER_DAMAGE_LOOKUP <const> = {
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class("Kani").extends(Entity)
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function Kani:init(ui)
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local img = gfx.image.new("images/kani.png")
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Kani.super.init(self, img, 100)
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Kani.super.init(self, gfx.image.new("images/kani.png"), 100)
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self:setGroupMask(0x2)
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self:setCollidesWithGroupsMask(0xd)
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@ -60,14 +60,14 @@ function Kani:init(ui)
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self.ui = ui
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self.inputHandlers = {
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upButtonDown = function() self.vector.y = -3 end,
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downButtonDown = function() self.vector.y = 3 end,
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leftButtonDown = function() self.vector.x = -3 end,
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rightButtonDown = function() self.vector.x = 3 end,
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upButtonUp = function() self.vector.y = 0 end,
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downButtonUp = function() self.vector.y = 0 end,
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leftButtonUp = function() self.vector.x = 0 end,
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rightButtonUp = function() self.vector.x = 0 end,
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upButtonDown = function() self.vector.dy = -3 end,
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downButtonDown = function() self.vector.dy = 3 end,
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leftButtonDown = function() self.vector.dx = -3 end,
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rightButtonDown = function() self.vector.dx = 3 end,
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upButtonUp = function() self.vector.dy = 0 end,
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downButtonUp = function() self.vector.dy = 0 end,
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leftButtonUp = function() self.vector.dx = 0 end,
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rightButtonUp = function() self.vector.dx = 0 end,
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cranked = function(change, accelChange) self:chargeReserve(change) end,
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AButtonDown = function()
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self.firingTimer = playdate.timer.keyRepeatTimerWithDelay(self.weaponChargeSpeed / 2,
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@ -111,7 +111,12 @@ function Kani:fire()
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return
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end
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local bullet = Bullet(POWER_SIZE_LOOKUP[self.weaponPower], POWER_DAMAGE_LOOKUP[self.weaponPower])
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local bullet = Bullet(
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POWER_SIZE_LOOKUP[self.weaponPower],
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POWER_DAMAGE_LOOKUP[self.weaponPower],
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geom.vector2D.new(5,0),
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0x4
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)
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bullet:moveTo(self.x+16, self.y)
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bullet:add()
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self.weaponPower = 0
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