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grapplinghook.lua
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GrapplingHook = {}
function GrapplingHook:new(player)
local o = {}
setmetatable(o, self)
self.__index = self
o.x = 0.5
o.y = -40
o.vx = 0
o.vy = 0
o.firingSpeed = 60
o.fired = false
o.hooked = false
o.length = 0
o.angle = 0
o.dAngleDT = 0
o.player = player
o.maxLength = 30
return o
end
function GrapplingHook:fire(x, y, dx, dy)
local dist = math.sqrt(dx^2 + dy^2)
self.x = x
self.y = y
self.vx = dx * (self.firingSpeed / dist)
self.vy = dy * (self.firingSpeed / dist)
self.fired = true
self.hooked = false
self.swinging = true
self.push = 0
end
function GrapplingHook:hook()
self.hooked = true
self.vx = 0
self.vy = 0
self.length = math.sqrt((self.player.x - self.x)^2 + (self.player.y - player.height/2 - self.y)^2)
self:setAngle(math.atan2(self.player.y - player.height/2 - self.y, self.player.x - self.x))
if self.player.falling then
-- Find initial angular velocity:
local angleDiff = math.atan2(self.player.vy, self.player.vx) - self.angle
while angleDiff < 0 do
angleDiff = angleDiff + 2 * math.pi
end
while angleDiff >= 2 * math.pi do
angleDiff = angleDiff - 2 * math.pi
end
self.dAngleDT = math.sin(angleDiff) * math.sqrt(player.vx^2 + player.vy^2) / self.length
else
self.dAngleDT = 0
self.swinging = false
end
end
function GrapplingHook:reset()
self.fired = false
self.hooked = false
self.vx = 0
self.vy = 0
end
function GrapplingHook:zero()
if self.hooked then self.dAngleDT = 0 end
end
function GrapplingHook:setAngle(angle)
self.angle = angle
while self.angle < 0 do
self.angle = self.angle + 2 * math.pi
end
while self.angle >= 2 * math.pi do
self.angle = self.angle - 2 * math.pi
end
end
function GrapplingHook:stop()
self.dAngleDT = 0
self.swinging = false
self:setAngle(math.atan2(self.player.y - player.height/2 - self.y, self.player.x - self.x))
self.length = math.sqrt((self.player.x - self.x)^2 + (self.player.y - player.height/2 - self.y)^2)
end
function GrapplingHook:start()
self.swinging = true
end
function GrapplingHook:shorten(dt)
if not player.falling and self.angle > math.pi then return end
if (self.player.againstRightWall or self.player.againstLeftWall) and self.angle < math.pi then return end
local oldLength = self.length
self.length = self.length - 8 * dt
if self.length < 2 then self.length = 2 end
self.dAngleDT = self.dAngleDT * (oldLength / self.length)
self:start()
end
function GrapplingHook:lengthen(dt)
if not player.falling and self.angle < math.pi then return end
if (self.player.againstRightWall or self.player.againstLeftWall) and self.angle > math.pi then return end
local oldLength = self.length
self.length = self.length + 8 * dt
if self.length > self.maxLength then self.length = self.maxLength end
self.dAngleDT = self.dAngleDT * (oldLength / self.length)
self:start()
end
function GrapplingHook:endPoint()
return self.x + self.length * math.cos(self.angle), self.y + self.length * math.sin(self.angle)
end
function GrapplingHook:endVelocity()
return self.length * self.dAngleDT * math.cos(self.angle + math.pi/2), self.length * self.dAngleDT * math.sin(self.angle + math.pi/2)
end
function GrapplingHook:update(terrain, dt)
if self.fired then
if not self.hooked then
self.oldX = self.x
self.oldY = self.y
self.x = self.x + self.vx * dt
self.y = self.y + self.vy * dt
self.length = math.sqrt((self.player.x - self.x)^2 + (self.player.y - player.height/2 - self.y)^2)
if self.length > self.maxLength then
self:reset()
return
end
local frac = 1
local moveFrac = 1
if self.vx > 0 and terrain:getBlock(math.ceil(self.y), math.ceil(self.x)) ~= AIR then
-- Check right hit
frac = 1.01 * (math.ceil(self.oldX) - self.oldX) / (self.x - self.oldX)
mid = self.oldY + frac * (self.y - self.oldY)
if mid >= math.ceil(self.y) - 1 and mid <= math.ceil(self.y) and frac < moveFrac then
self.x = self.oldX + frac * (self.x - self.oldX)
self.y = self.oldY + frac * (self.y - self.oldY)
self:hook()
end
end
if self.vx < 0 and terrain:getBlock(math.ceil(self.y), math.ceil(self.x)) ~= AIR then
-- Check left hit
frac = 1.01 * (math.ceil(self.oldX) - 1 - self.oldX) / (self.x - self.oldX)
mid = self.oldY + frac * (self.y - self.oldY)
if mid >= math.ceil(self.y) - 1 and mid <= math.ceil(self.y) and frac < moveFrac then
self.x = self.oldX + frac * (self.x - self.oldX)
self.y = self.oldY + frac * (self.y - self.oldY)
self:hook()
end
end
if self.vy < 0 and terrain:getBlock(math.ceil(self.y), math.ceil(self.x)) ~= AIR then
-- Check ceiling hit
frac = 1.01 * (math.ceil(self.oldY) - 1 - self.oldY) / (self.y - self.oldY)
mid = self.oldX + frac * (self.x - self.oldX)
if mid >= math.ceil(self.x) - 1 and mid <= math.ceil(self.x) and frac < moveFrac then
self.x = self.oldX + frac * (self.x - self.oldX)
self.y = self.oldY + frac * (self.y - self.oldY)
self:hook()
end
end
if self.vy > 0 and terrain:getBlock(math.ceil(self.y), math.ceil(self.x)) ~= AIR then
-- Check ground hit
frac = 1.01 * (math.ceil(self.oldY) - self.oldY) / (self.y - self.oldY)
mid = self.oldX + frac * (self.x - self.oldX)
if mid >= math.ceil(self.x) - 1 and mid <= math.ceil(self.x) and frac < moveFrac then
self.x = self.oldX + frac * (self.x - self.oldX)
self.y = self.oldY + frac * (self.y - self.oldY)
self:hook()
end
end
else
-- Check the block it's hooked to still exists
if terrain:getBlock(math.floor(self.y) + 1, math.floor(self.x) + 1) == AIR then
self:reset()
elseif self.swinging then
-- Calculate angle
self.dAngleDT = self.dAngleDT + dt * g * math.cos(self.angle) / self.length + dt * math.sin(self.angle) * self.push / self.length
self:setAngle(self.angle + dt * self.dAngleDT)
end
end
end
end
function GrapplingHook:draw(view, x, y)
if not self.fired then return end
love.graphics.setColor(0, 0, 0, 255)
love.graphics.setLineWidth(view.zoom/16)
love.graphics.setLineStyle("smooth")
love.graphics.line((x-view.x)*view.zoom + love.graphics.getWidth()/2, (y-view.y)*view.zoom + love.graphics.getHeight()/2, (self.x-view.x)*view.zoom + love.graphics.getWidth()/2, (self.y-view.y)*view.zoom + love.graphics.getHeight()/2)
end