diff --git a/main.lua b/main.lua index be7bc99..edf3252 100644 --- a/main.lua +++ b/main.lua @@ -99,37 +99,41 @@ function love.quit( ) return nil end -function love.update(dt) - physics.gravity() - move(dt) - physics.player_x_apply(dt) +function love.update(dt) + if pause ~= true then + physics.gravity() + move(dt) + physics.player_x_apply(dt) - pause_game() + pause_game() + + maplib.load_chunks() + fpsGraph:update(dt) + memGraph:update(dt) + -- Update our custom graph + dtGraph:update(dt, math.floor(dt * 1000)) + dtGraph.label = 'DT: ' .. dt + + menu.animate() + mine(key,dt) + player.move_camera(dt) + maplib.liquid_flow(dt) + --debug + if love.keyboard.isDown("space") then + print("clear") + end + + + entity.gravity() + entity.physics_apply(dt) + + particle.gravity() + particle.physics_apply(dt) + crafting.move_items() + + maplib.new_block(player.playerx,player.playery) + else - maplib.load_chunks() - fpsGraph:update(dt) - memGraph:update(dt) - -- Update our custom graph - dtGraph:update(dt, math.floor(dt * 1000)) - dtGraph.label = 'DT: ' .. dt - - menu.animate() - mine(key,dt) - player.move_camera(dt) - maplib.liquid_flow(dt) - --debug - if love.keyboard.isDown("space") then - print("clear") end - - entity.gravity() - entity.physics_apply(dt) - - particle.gravity() - particle.physics_apply(dt) - crafting.move_items() - - maplib.new_block(player.playerx,player.playery) - end diff --git a/pause.lua b/pause.lua index b02ab09..9db95c7 100644 --- a/pause.lua +++ b/pause.lua @@ -3,9 +3,13 @@ pause = false function pause_game() - while pause == true do + if pause == true then love.graphics.rectangle( "line", 10, 1, 53,53 ) end +end + +function render_pause_menu() + end diff --git a/player.lua b/player.lua index 64b478b..3721a19 100644 --- a/player.lua +++ b/player.lua @@ -101,13 +101,13 @@ function love.keypressed( key, scancode, isrepeat ) --quit if key == "escape" then - maplib.save_chunks() - love.filesystem.write( "/map/player.txt", TSerial.pack({inventory,chunkx,chunky,player.playerx,player.playery})) + --maplib.save_chunks() + --love.filesystem.write( "/map/player.txt", TSerial.pack({inventory,chunkx,chunky,player.playerx,player.playery})) - love.timer.sleep(3) + --love.timer.sleep(3) - love.event.push('quit') - --pause = true + --love.event.push('quit') + pause = not pause end @@ -352,110 +352,111 @@ function player.draw() ]]-- --leg animation - if player.inertiax ~= 0 then - if leg_animation_up == true then - leg_animation = leg_animation + math.abs(player.inertiax) + if pause ~= true then + if player.inertiax ~= 0 then + if leg_animation_up == true then + leg_animation = leg_animation + math.abs(player.inertiax) - if leg_animation >= 1 then - leg_animation_up = false + if leg_animation >= 1 then + leg_animation_up = false + end + elseif leg_animation_up == false then + leg_animation = leg_animation - math.abs(player.inertiax) + + if leg_animation <= -1 then + leg_animation_up = true + end end - elseif leg_animation_up == false then - leg_animation = leg_animation - math.abs(player.inertiax) - - if leg_animation <= -1 then - leg_animation_up = true + else --return animation to normal + --return to 0 + if leg_animation > -0.05 and leg_animation < 0.05 then + leg_animation = 0 + end + + --push back + if leg_animation > 0 then + --print("animation down") + leg_animation = leg_animation - 0.05 + elseif leg_animation < 0 then + --print("animation up") + leg_animation = leg_animation + 0.05 end end - else --return animation to normal - --return to 0 - if leg_animation > -0.05 and leg_animation < 0.05 then - leg_animation = 0 + + if (leg_animation > -0.1 and leg_animation < 0.1) and not (old_leg_animation > -0.1 and old_leg_animation < 0.1) then + stepsound:setPitch(love.math.random(80,100)/100) + stepsound:stop() + stepsound:play() end - - --push back - if leg_animation > 0 then - --print("animation down") - leg_animation = leg_animation - 0.05 - elseif leg_animation < 0 then - --print("animation up") - leg_animation = leg_animation + 0.05 + + old_leg_animation = leg_animation + + --arm animation + if player.inertiax ~= 0 then + if arm_animation_up == true then + arm_animation = arm_animation + math.abs(player.inertiax) + + if arm_animation >= 1 then + arm_animation_up = false + end + elseif arm_animation_up == false then + arm_animation = arm_animation - math.abs(player.inertiax) + + if arm_animation <= -1 then + arm_animation_up = true + end + end + else --return animation to normal + --return to 0 + if arm_animation > -0.05 and arm_animation < 0.05 then + arm_animation = 0 + end + + --push back + if arm_animation > 0 then + --print("animation down") + arm_animation = arm_animation - 0.05 + elseif leg_animation < 0 then + --print("animation up") + arm_animation = arm_animation + 0.05 + end + end + + --mining animation + --get to -1.5 + + if mine_process ~= 0 then + if mining_animation_up == true then + mining_animation = mining_animation + 0.4 + + if mining_animation >= -0.8 then + mining_animation_up = false + end + elseif mining_animation_up == false then + mining_animation = mining_animation - 0.4 + + if mining_animation <= -2.2 then + mining_animation_up = true + end + end + else --return animation to normal + --print("return to normal "..mining_animation) + --return to 0 + if mining_animation > -0.05 and mining_animation < 0.05 then + mining_animation = 0 + end + + --push back + if mining_animation > 0 then + --print("animation down") + mining_animation = mining_animation - 0.05 + elseif mining_animation < 0 then + --print("animation up") + mining_animation = mining_animation + 0.05 + end end end - - if (leg_animation > -0.1 and leg_animation < 0.1) and not (old_leg_animation > -0.1 and old_leg_animation < 0.1) then - stepsound:setPitch(love.math.random(80,100)/100) - stepsound:stop() - stepsound:play() - end - - old_leg_animation = leg_animation - - --arm animation - if player.inertiax ~= 0 then - if arm_animation_up == true then - arm_animation = arm_animation + math.abs(player.inertiax) - - if arm_animation >= 1 then - arm_animation_up = false - end - elseif arm_animation_up == false then - arm_animation = arm_animation - math.abs(player.inertiax) - - if arm_animation <= -1 then - arm_animation_up = true - end - end - else --return animation to normal - --return to 0 - if arm_animation > -0.05 and arm_animation < 0.05 then - arm_animation = 0 - end - - --push back - if arm_animation > 0 then - --print("animation down") - arm_animation = arm_animation - 0.05 - elseif leg_animation < 0 then - --print("animation up") - arm_animation = arm_animation + 0.05 - end - end - - --mining animation - --get to -1.5 - - if mine_process ~= 0 then - if mining_animation_up == true then - mining_animation = mining_animation + 0.4 - - if mining_animation >= -0.8 then - mining_animation_up = false - end - elseif mining_animation_up == false then - mining_animation = mining_animation - 0.4 - - if mining_animation <= -2.2 then - mining_animation_up = true - end - end - else --return animation to normal - --print("return to normal "..mining_animation) - --return to 0 - if mining_animation > -0.05 and mining_animation < 0.05 then - mining_animation = 0 - end - - --push back - if mining_animation > 0 then - --print("animation down") - mining_animation = mining_animation - 0.05 - elseif mining_animation < 0 then - --print("animation up") - mining_animation = mining_animation + 0.05 - end - end - - + --left leg love.graphics.draw(player_leg, player_drawnx, player_drawny+((scale/17.7)*2),leg_animation, scale/17.7, scale/17.7,2,0)