Difference between revisions of "2D Space Shooter Part 4: Player"
m (Text replacement - "</source" to "</syntaxhighlight") |
m (Text replacement - "<source" to "<syntaxhighlight") |
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The code if this file is rather simple: we register mouse events and react upon them. | The code if this file is rather simple: we register mouse events and react upon them. | ||
− | < | + | <syntaxhighlight lang="lua"> |
PlayerShip=Core.class(Ship) | PlayerShip=Core.class(Ship) | ||
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== Using our controllable ship == | == Using our controllable ship == | ||
− | This is were OOP power shines. The only thing you need to do to make the ship you added to main.lua controllable is just to instanciate a PlayerShip instead of a generic Ship. In main.lua, change < | + | This is were OOP power shines. The only thing you need to do to make the ship you added to main.lua controllable is just to instanciate a PlayerShip instead of a generic Ship. In main.lua, change <syntaxhighlight lang="lua">local player=Ship.new()</syntaxhighlight> into <syntaxhighlight lang="lua">local player=PlayerShip.new()</syntaxhighlight> and you are done! |
Revision as of 17:15, 12 July 2023
It is time to make our ship controllable. Since only the player's ship will be controllable, lets make a subclass of our generic Ship to handle that. We will call it 'PlayerShip'.
Go ahead and create a new file named 'player.lua'. This new file will depend on the Ship class, so right click on the file name in gideros studio and access 'Code dependencies'. From there tell Gideros that player.lua will depend on ships.lua.
Player control
The code if this file is rather simple: we register mouse events and react upon them.
PlayerShip=Core.class(Ship)
function PlayerShip:init()
self:addEventListener(Event.MOUSE_DOWN,self.onMouseDown,self)
self:addEventListener(Event.MOUSE_UP,self.onMouseUp,self)
self:addEventListener(Event.MOUSE_MOVE,self.onMouseMove,self)
self:addEventListener(Event.MOUSE_HOVER,self.onMouseMove,self)
end
function PlayerShip:destroy()
self:removeEventListener(Event.MOUSE_DOWN,self.onMouseDown,self)
self:removeEventListener(Event.MOUSE_UP,self.onMouseUp,self)
self:removeEventListener(Event.MOUSE_MOVE,self.onMouseMove,self)
self:removeEventListener(Event.MOUSE_HOVER,self.onMouseMove,self)
-- Call the inherited destructor
Ship.destroy(self)
end
function PlayerShip:onMouseDown(event)
-- Start firing
self.fire=true
end
function PlayerShip:onMouseUp(event)
-- Stop firing
self.fire=false
end
function PlayerShip:onMouseMove(event)
-- Clamp the position to something in the screen
local x=(event.x<>(SCR_LEFT+64))><(SCR_RIGHT-64)
local y=(event.y<>(SCR_TOP+64))><(SCR_BOTTOM-64)
self:setPosition(x,y)
end
Notice how we explicitly call the Ship.destroy() function from our subclass. Also note another use of the <> et >< gideros operators when clamping the player ship position on screen.
Using our controllable ship
This is were OOP power shines. The only thing you need to do to make the ship you added to main.lua controllable is just to instanciate a PlayerShip instead of a generic Ship. In main.lua, change
local player=Ship.new()
into
local player=PlayerShip.new()
and you are done!