forked from pyrex/chameleonic
Snappier controls
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@ -603,6 +603,7 @@ function player:reinit(x,y)
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self.x,self.y=x,y
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self.px,self.py=0,0
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self.todo={}
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self.cooldown=4
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self.fall_frame=0
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@ -636,6 +637,10 @@ function player:update()
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self.orienty=1
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end
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function btncd(x)
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return (kbd:btn(x) and self.cooldown==0) or kbd:btnp(x)
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end
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if kbd:btn(4) then
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if kbd:btnp(4) and self.rope then
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self.rope:destroy()
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@ -643,23 +648,30 @@ function player:update()
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end
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-- wait for user to release it
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else
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local x,y=self.x,self.y
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local function try_move(dx,dy,f)
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if (level:can_move(true,self.x,self.y,dx,dy,0,2)) self.todo=f return
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if level:can_move(true,x,y,dx,dy,0,2) then
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self.todo=f
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self.cooldown=3
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local t=f[#f]
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t.x=x+dx
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t.y=y+dy
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return
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end
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wrongbleep:bleep()
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end
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if kbd:btn(0) then
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try_move(-1,0,{{orientx=-1,orienty=0,px=-2},{px=-7},{x=self.x-1,px=0}})
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elseif kbd:btn(1) then
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try_move(1,0,{{orientx=1,orienty=0,px=2},{px=7},{x=self.x+1,px=0}})
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elseif kbd:btn(2) then
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try_move(0,-1,{{orienty=-1,py=-2},{py=-7},{y=self.y-1,py=0}})
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elseif kbd:btn(3) then
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try_move(0,1,{{orienty=1,py=2},{py=7},{y=self.y+1,py=0}})
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if btncd(0) then
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try_move(-1,0,{{orientx=-1,orienty=0,px=-2},{px=1}})
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elseif btncd(1) then
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try_move(1,0,{{orientx=1,orienty=0,px=2},{px=-1}})
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elseif btncd(2) then
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try_move(0,-1,{{orienty=-1,py=-2},{py=1}})
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elseif btncd(3) then
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try_move(0,1,{{orienty=1,py=2},{py=-1}})
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elseif not self.rope and kbd:btnr(4) then
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local dx,dy=self.orientx,self.orienty
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if (dy!=0) dx=0
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local x,y=self.x,self.y
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while not level:mcoll(x,y) do x+=dx y+=dy end
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self.rope=rope:new(
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@ -679,7 +691,9 @@ function player:update()
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end
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end
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if (#self.todo==0) self.px=0 self.py=0
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_apply(self,self.todo)
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if (self.cooldown>0) self.cooldown-=1
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if self.rope then
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self.rope:update()
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