local player = {} player.x = 0 player.y = 500 player.width = 160 player.height = 160 player.speed = 200 player.jump_height = 500 player.state = "idle" player.direction = "right" player.alive = true player.init = function(self, sound_effects, spritesheets, game) self.sound_effects = sound_effects self.spritesheets = spritesheets self.game = game player.animation = spritesheets["player_idle"] end player.walk_right = function(self, dt) if self.x < self.game.width - self.width and self.alive then self.x = self.x + self.speed * dt self.state = "walk_right" self.direction = "right" self.animation = self.spritesheets["player_walk_right"] end end player.walk_left = function(self, dt) if self.x > 0 and self.alive then self.x = self.x - self.speed * dt self.state = "walk_left" self.direction = "left" self.animation = self.spritesheets["player_walk_left"] end end player.jump = function(self, dt) if self.y > 0 and self.alive then self.y = self.y - self.jump_height * dt self.state = "jump" self.animation = self.spritesheets["player_jump"] self.sound_effects["jump"]:play() end end player.down = function(self, dt) if self.y < self.game.height - self.height and self.alive then self.y = self.y + self.jump_height * dt self.state = "jump" self.animation = self.spritesheets["player_jump"] self.sound_effects["jump"]:play() end end player.die = function(self, dt) if self.alive then self.alive = false self.state = "die" self.animation = self.spritesheets["player_die"] self.sound_effects["die"]:play() die_animation_elapsed = false end end player.revive = function(self, dt) if not self.alive then self.alive = true self.state = "idle" self.animation = self.spritesheets["player_default"] self.sound_effects["revive"]:play() die_animation_elapsed = false end end player.idle = function(self, dt) if self.alive then self.state = "idle" self.animation = self.spritesheets["player_idle"] end end player.default = function(self, dt) if self.alive then self.state = "default" self.animation = self.spritesheets["player_default"] end end return player