/ld27

To get this branch, use:
bzr branch /bzr/ld27
3 by Josh C
map loading, super basic movement
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Player = Tile:extend{
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   image = 'data/player.png',
19 by Josh C
separate collision box for player so it can scale
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   onNew = function(self)
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
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              self.collider = PlayerCollider:new{x=self.x, y=self.y}
19 by Josh C
separate collision box for player so it can scale
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              the.view:add(self.collider)
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           end,
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
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   -- onUpdate = function(self, dt)
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   --               self.collider.x = self.x + self.width / 2 * (1 - self.scale)
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   --               self.collider.y = self.y + self.height / 2 * (1 - self.scale)
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   --            end,
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}
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PlayerCollider = Fill:extend{
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   fill = {0,0,255},
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   collisions = {},
3 by Josh C
map loading, super basic movement
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   onStartFrame = function(self)
42 by Josh C
control by touch ("mouse")
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     local mouseup, mousedn, mousert, mouselt
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     if the.mouse:pressed() then
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       local x, y = love.mouse.getPosition()
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       local w, h = love.window.getMode()
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       local theta = math.atan2(y - h/2, x - w/2)
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       --local theta = math.atan2(y - self.y * the.app.scale,
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       --                         x - self.x * the.app.scale)
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       -- 1/8 = .125, 7/8 = .875
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       if theta > math.pi * .125 and theta < math.pi * .875 then
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         mousedn = true
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       elseif theta < -math.pi * .125 and theta > -math.pi * .875 then
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         mouseup = true
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       end
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       -- 3/8 = .375, 5/8 = .625
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       if math.abs(theta) < math.pi * .375 then
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         mousert = true
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       elseif math.abs(theta) > math.pi * .625 then
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         mouselt = true
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       end
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       --print('mouse pressed: ' .. theta)
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     end
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     if the.keys:pressed('left') or mouselt then
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       self.velocity.x = -200 * the.activeMaze.moveMod
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     elseif the.keys:pressed('right') or mousert then
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       self.velocity.x = 200 * the.activeMaze.moveMod
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     else
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       self.velocity.x = 0
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     end
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     if the.keys:pressed('up') or mouseup then
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       self.velocity.y = -200 * the.activeMaze.moveMod
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     elseif the.keys:pressed('down') or mousedn then
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       self.velocity.y = 200 * the.activeMaze.moveMod
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     else
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       self.velocity.y = 0
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     end
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   end,
25 by Josh C
overhaul collision and physics to fix an annoying collision resolution
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   update = function(self, elapsed)
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               self.visible = DEBUG and the.console.visible
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               self:doPhysics('x', elapsed)
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               if not (DEBUG and the.console.visible) then
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                  self:collide(the.activeMaze)
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               end
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               -- handle X collisions
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               for _, col in ipairs(self.collisions) do
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                  col.other:displaceDir(self, 'x')
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               end
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               self:doPhysics('y', elapsed)
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               if not (DEBUG and the.console.visible) then
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                  self:collide(the.activeMaze)
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               end
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               -- handle Y collisions
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               for _, col in ipairs(self.collisions) do
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                  col.other:displaceDir(self, 'y')
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               end
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               local p = the.player
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               p.x = self.x - p.width / 2 * (1 - p.scale)
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               p.y = self.y - p.height / 2 * (1 - p.scale)
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            end,
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   collide = function (self, ...)
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                self.collisions = {}
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                Fill.collide(self, ...)
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             end,
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   onCollide = function (self, other, xOverlap, yOverlap)
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                  if other == the.activeMaze then return end
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                  --print('collision')
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                  --print(inspect(other))
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                  table.insert(self.collisions, {other = other,
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                                                 xOverlap = xOverlap,
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                                                 yOverlap = yOverlap })
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               end
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42 by Josh C
control by touch ("mouse")
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}