crankani/src/kani.lua

205 lines
5.2 KiB
Lua

-- Code for the player's ship.
import "CoreLibs/object"
import "CoreLibs/graphics"
import "CoreLibs/sprites"
import "CoreLibs/timer"
import "entity"
import "bullet"
import "ui"
local gfx <const> = playdate.graphics
local geom <const> = playdate.geometry
local BASE_CHARGE_FACTOR <const> = 15
local BASE_WEAPON_CHARGE_SPEED <const> = 1000
-- the amount of charge needed to increase the shot power by 1 at each power level
local WEAPON_CHARGE_LOOKUP <const> = {
[0]=5,
[1]=15,
[2]=30,
[3]=50
}
-- size of bullet at each power level
local POWER_SIZE_LOOKUP <const> = {
[1] = 2,
[2] = 4,
[3] = 6,
[4] = 10,
}
-- damage of bullet at each power level
local POWER_DAMAGE_LOOKUP <const> = {
[1] = 1,
[2] = 3,
[3] = 5,
[4] = 10,
}
local SPEED_SIZE_LOOKUP <const> = {
[1] = 10,
[2] = 5,
[3] = 3,
[4] = 1,
}
-- animations table
local animations <const> = {
defend=gfx.imagetable.new("images/kani/defend"),
defend_reverse=gfx.imagetable.new("images/kani/defend_reverse"),
}
class("Kani").extends(Entity)
function Kani:init(ui)
Kani.super.init(self, gfx.image.new("images/kani/static.png"), 100)
self.type = 'kani'
self:setGroupMask(0x2)
self:setCollidesWithGroupsMask(0xd)
self:setCollideRect(1,12,25,24)
self.reserveCharge = 100
-- controls the speed the crank recharges the player's reserves. A lower number allows faster charging.
-- should never be set to 0
self.chargeFactor = BASE_CHARGE_FACTOR
-- weapon variables
self.weaponPower = 0
self.firingMode = false
self.weaponChargeSpeed = BASE_WEAPON_CHARGE_SPEED -- speed in ms between weapon charge levels. Level 2 always takes half this time.
-- the UI gets passed in to Kani so that we can update pieces of it easily.
self.ui = ui
self.fsm:addState("DEFEND", self.runDefend, self.onDefend, self.onDefendExit)
end
function Kani:chargeReserve(change)
if change <= 0 then return end
self:setReserveCharge(math.min(self.reserveCharge + change / self.chargeFactor, 100))
end
function Kani:chargeShot()
if self.weaponPower >= 4 then
return -- weapon is fully charged
end
local requiredPower = WEAPON_CHARGE_LOOKUP[self.weaponPower]
-- We use math.ceil here so that any fractional charge rounds up.
-- This ensures we can always use our last bit of juice for a level 1 shot,
-- and smooths out play experience around fully charged values.
local effectiveCharge = math.ceil(self.reserveCharge)
if effectiveCharge >= requiredPower then
self:setReserveCharge(effectiveCharge - requiredPower)
self:setWeaponPower(self.weaponPower+1)
end
end
function Kani:setReserveCharge(newCharge)
if newCharge < 0 then
newcharge = 0
end
self.reserveCharge = newCharge
self.ui.chargeMeter:setValue(self.reserveCharge)
end
function Kani:setWeaponPower(newPwr)
self.weaponPower = newPwr
self.ui.weaponPowerMeter:setValue(math.max(self.weaponPower-1, 0))
end
function Kani:fire()
self.firingTimer:remove()
if self.weaponPower <= 0 then
return
end
local bullet = Bullet(
POWER_SIZE_LOOKUP[self.weaponPower],
POWER_DAMAGE_LOOKUP[self.weaponPower],
geom.vector2D.new(SPEED_SIZE_LOOKUP[self.weaponPower],0),
0x4
)
bullet:moveTo(self.x+16, self.y)
bullet:add()
self:setWeaponPower(0)
end
function Kani:damage(amount)
Kani.super.damage(self, amount)
self.ui.healthMeter:setValue(self.health)
print("Kani health now at " .. self.health) -- debug
if self.health == 0 then
-- TODO: end game here
end
end
-- move that crab!
function Kani:runReady()
-- input handling
if playdate.buttonIsPressed(playdate.kButtonDown) then
self.vector.dy = 3
elseif playdate.buttonIsPressed(playdate.kButtonUp) then
self.vector.dy = -3
else
self.vector.dy = 0
end
if playdate.buttonIsPressed(playdate.kButtonLeft) then
self.vector.dx = -3
elseif playdate.buttonIsPressed(playdate.kButtonRight) then
self.vector.dx = 3
else
self.vector.dx = 0
end
local change = select(1, playdate.getCrankChange())
if not playdate.buttonIsPressed(playdate.kButtonA) then
self:chargeReserve(change)
end
if playdate.buttonJustPressed(playdate.kButtonA) then
self.firingTimer = playdate.timer.keyRepeatTimerWithDelay(self.weaponChargeSpeed / 2,
self.weaponChargeSpeed,
self.chargeShot, self)
end
if playdate.buttonJustReleased(playdate.kButtonA) then
self:fire()
end
if playdate.buttonIsPressed(playdate.kButtonB) and self.reserveCharge > 0 then
self.fsm:changeState("DEFEND")
end
-- collision handling
local collisions = Kani.super.runReady(self)
for i=0, #collisions, 1 do
-- TODO: handle player-triggered collisions
end
end
function Kani:onDefend()
self.armor = 5
self:animate(animations.defend, 50)
end
function Kani:onDefendExit()
self.armor = 0
self:animate(animations.defend_reverse, 50, false, true)
end
function Kani:runDefend()
if self.reserveCharge == 0 or not playdate.buttonIsPressed(playdate.kButtonB) then
self.fsm:changeState("READY")
return
end
self:setReserveCharge(self.reserveCharge - 1)
end