diff options
Diffstat (limited to 'objects')
| -rw-r--r-- | objects/Player.lua | 8 | ||||
| -rw-r--r-- | objects/Shot.lua | 8 |
2 files changed, 8 insertions, 8 deletions
diff --git a/objects/Player.lua b/objects/Player.lua index d515a5f..9b36dd9 100644 --- a/objects/Player.lua +++ b/objects/Player.lua @@ -14,7 +14,7 @@ function Player.new() y = love.graphics.getHeight() / 2, r = config.player.size, zoom = 1/16, - speed = config.defaultPlayerSpeed, + speed = config.player.speed, shieldedTill = 0, hearts = { "redheart", "redheart", "redheart", "shinyheart", "shinyheart", "stickyheart" }, facing = Direction.DOWN, @@ -91,7 +91,7 @@ function Player:shoot(target) bullets.fire(currentBullet, target, self) table.remove(self.hearts) - self.shootCooldown = G.time + config.playerShootCooldown + self.shootCooldown = G.time + config.player.shoot.cooldown end function Player:punchCoolingDown() @@ -158,7 +158,7 @@ function Player:onContact(other, contact) self.knocked = G.time + config.player.knockback.duration self.physicsBody:applyLinearImpulse(knockbackX, knockbackY) -- shield this player - self.shieldedTill = G.time + config.playerShieldTime + self.shieldedTill = G.time + config.player.shieldTime end end end @@ -170,7 +170,7 @@ function Player:update(dt) -- deal with speed up time if self.speedUpTill and self.speedUpTill < G.time then - self.speed = config.defaultPlayerSpeed + self.speed = config.player.speed self.speedUpTill = nil end diff --git a/objects/Shot.lua b/objects/Shot.lua index 35c7514..48e5869 100644 --- a/objects/Shot.lua +++ b/objects/Shot.lua @@ -9,16 +9,16 @@ function Shot:new(bulletType, target, firer, friendly) local length = math.sqrt(vx*vx + vy*vy) local cos, sin = vx / length, vy / length - local offset = (config.bulletSize + (firer.physicsShape and firer.physicsShape:getRadius() or 0)) / 2 + local offset = (config.bullet.size + (firer.physicsShape and firer.physicsShape:getRadius() or 0)) / 2 local fireX = firer.x + cos * offset local fireY = firer.y + sin * offset local obj = { type = bulletType, x = fireX, y = fireY, - speed = { x = cos*config.bulletSpeed, y = sin*config.bulletSpeed }, + speed = { x = cos*config.bullet.speed, y = sin*config.bullet.speed }, orientation = math.asin(sin), - r = config.bulletSize, + r = config.bullet.size, damage = (bulletData[bulletType] and bulletData[bulletType].damage) or 100, mass = (bulletData[bulletType] and bulletData[bulletType].mass) or 0.1, friendly = friendly == nil and true or friendly @@ -26,7 +26,7 @@ function Shot:new(bulletType, target, firer, friendly) setmetatable(obj, Shot) - G.BodyLifeCycleManager:create(obj, config.bulletSize, "dynamic") + G.BodyLifeCycleManager:create(obj, config.bullet.size, "dynamic") return obj end |
