/ld27

To get this branch, use:
bzr branch http://9ix.org/bzr/ld27
3 by Josh C
map loading, super basic movement
1
Player = Tile:extend{
2
   image = 'data/player.png',
19 by Josh C
separate collision box for player so it can scale
3
   onNew = function(self)
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
4
              self.collider = PlayerCollider:new{x=self.x, y=self.y}
19 by Josh C
separate collision box for player so it can scale
5
              the.view:add(self.collider)
6
           end,
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
7
   -- onUpdate = function(self, dt)
8
   --               self.collider.x = self.x + self.width / 2 * (1 - self.scale)
9
   --               self.collider.y = self.y + self.height / 2 * (1 - self.scale)
10
   --            end,
11
}
12
13
PlayerCollider = Fill:extend{
14
   fill = {0,0,255},
15
   collisions = {},
3 by Josh C
map loading, super basic movement
16
   onStartFrame = function(self)
42 by Josh C
control by touch ("mouse")
17
     local mouseup, mousedn, mousert, mouselt
18
     if the.mouse:pressed() then
19
       local x, y = love.mouse.getPosition()
20
       local w, h = love.window.getMode()
21
22
       local theta = math.atan2(y - h/2, x - w/2)
23
       --local theta = math.atan2(y - self.y * the.app.scale,
24
       --                         x - self.x * the.app.scale)
25
26
       -- 1/8 = .125, 7/8 = .875
27
       if theta > math.pi * .125 and theta < math.pi * .875 then
28
         mousedn = true
29
       elseif theta < -math.pi * .125 and theta > -math.pi * .875 then
30
         mouseup = true
31
       end
32
33
       -- 3/8 = .375, 5/8 = .625
34
       if math.abs(theta) < math.pi * .375 then
35
         mousert = true
36
       elseif math.abs(theta) > math.pi * .625 then
37
         mouselt = true
38
       end
39
40
       --print('mouse pressed: ' .. theta)
41
     end
42
43
     if the.keys:pressed('left') or mouselt then
44
       self.velocity.x = -200 * the.activeMaze.moveMod
45
     elseif the.keys:pressed('right') or mousert then
46
       self.velocity.x = 200 * the.activeMaze.moveMod
47
     else
48
       self.velocity.x = 0
49
     end
50
51
     if the.keys:pressed('up') or mouseup then
52
       self.velocity.y = -200 * the.activeMaze.moveMod
53
     elseif the.keys:pressed('down') or mousedn then
54
       self.velocity.y = 200 * the.activeMaze.moveMod
55
     else
56
       self.velocity.y = 0
57
     end
58
   end,
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
59
   update = function(self, elapsed)
60
               self.visible = DEBUG and the.console.visible
61
62
               self:doPhysics('x', elapsed)
63
               if not (DEBUG and the.console.visible) then
64
                  self:collide(the.activeMaze)
65
               end
66
67
               -- handle X collisions
68
               for _, col in ipairs(self.collisions) do
69
                  col.other:displaceDir(self, 'x')
70
               end
71
72
               self:doPhysics('y', elapsed)
73
               if not (DEBUG and the.console.visible) then
74
                  self:collide(the.activeMaze)
75
               end
76
77
               -- handle Y collisions
78
               for _, col in ipairs(self.collisions) do
79
                  col.other:displaceDir(self, 'y')
80
               end
81
82
               local p = the.player
83
               p.x = self.x - p.width / 2 * (1 - p.scale)
84
               p.y = self.y - p.height / 2 * (1 - p.scale)
85
            end,
86
   collide = function (self, ...)
87
                self.collisions = {}
88
                Fill.collide(self, ...)
89
             end,
90
   onCollide = function (self, other, xOverlap, yOverlap)
91
                  if other == the.activeMaze then return end
92
93
                  --print('collision')
94
                  --print(inspect(other))
95
96
                  table.insert(self.collisions, {other = other,
97
                                                 xOverlap = xOverlap,
98
                                                 yOverlap = yOverlap })
99
               end
100
42 by Josh C
control by touch ("mouse")
101
}