This commit is contained in:
jordan4ibanez 2017-08-04 03:34:38 -04:00
parent 6f73eac596
commit 70d186d22a
3 changed files with 141 additions and 132 deletions

View File

@ -99,37 +99,41 @@ function love.quit( )
return nil return nil
end end
function love.update(dt) function love.update(dt)
physics.gravity() if pause ~= true then
move(dt) physics.gravity()
physics.player_x_apply(dt) 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 end
entity.gravity()
entity.physics_apply(dt)
particle.gravity()
particle.physics_apply(dt)
crafting.move_items()
maplib.new_block(player.playerx,player.playery)
end end

View File

@ -3,9 +3,13 @@
pause = false pause = false
function pause_game() function pause_game()
while pause == true do if pause == true then
love.graphics.rectangle( "line", 10, 1, 53,53 ) love.graphics.rectangle( "line", 10, 1, 53,53 )
end end
end
function render_pause_menu()
end end

View File

@ -101,13 +101,13 @@ function love.keypressed( key, scancode, isrepeat )
--quit --quit
if key == "escape" then if key == "escape" then
maplib.save_chunks() --maplib.save_chunks()
love.filesystem.write( "/map/player.txt", TSerial.pack({inventory,chunkx,chunky,player.playerx,player.playery})) --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') --love.event.push('quit')
--pause = true pause = not pause
end end
@ -352,110 +352,111 @@ function player.draw()
]]-- ]]--
--leg animation --leg animation
if player.inertiax ~= 0 then if pause ~= true then
if leg_animation_up == true then if player.inertiax ~= 0 then
leg_animation = leg_animation + math.abs(player.inertiax) if leg_animation_up == true then
leg_animation = leg_animation + math.abs(player.inertiax)
if leg_animation >= 1 then if leg_animation >= 1 then
leg_animation_up = false 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 end
elseif leg_animation_up == false then else --return animation to normal
leg_animation = leg_animation - math.abs(player.inertiax) --return to 0
if leg_animation > -0.05 and leg_animation < 0.05 then
if leg_animation <= -1 then leg_animation = 0
leg_animation_up = true 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
end end
else --return animation to normal
--return to 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
if leg_animation > -0.05 and leg_animation < 0.05 then stepsound:setPitch(love.math.random(80,100)/100)
leg_animation = 0 stepsound:stop()
stepsound:play()
end end
--push back old_leg_animation = leg_animation
if leg_animation > 0 then
--print("animation down") --arm animation
leg_animation = leg_animation - 0.05 if player.inertiax ~= 0 then
elseif leg_animation < 0 then if arm_animation_up == true then
--print("animation up") arm_animation = arm_animation + math.abs(player.inertiax)
leg_animation = leg_animation + 0.05
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
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 --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) love.graphics.draw(player_leg, player_drawnx, player_drawny+((scale/17.7)*2),leg_animation, scale/17.7, scale/17.7,2,0)