/ld27

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  • Committer: Josh C
  • Date: 2013-08-25 21:05:20 UTC
  • Revision ID: josh@9ix.org-20130825210520-2of9iq2uemncp336
overhaul collision and physics to fix an annoying collision resolution 
bug

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DEBUG = true
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require 'zoetrope'
 
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--require 'pepperprof'
 
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--inspect = require 'inspect'
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--require 'group'
 
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require 'sprite'
 
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require 'util'
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require 'version'
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--require 'wrap_tile'
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require 'player'
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require 'goal'
 
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require 'pause_view'
 
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require 'win_view'
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GameView = View:extend {
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   gameStart = 0,
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              self.maze2.playerScale = 0.5
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              self.maze3.playerScale = 1
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              self.goals = {}
 
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              the.goalsAchieved = 0
 
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              for _, obj in ipairs(self.objects.sprites) do
 
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                 if obj:instanceOf(Goal) then
 
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                    obj.visible = false
 
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                    self.goals[tonumber(obj.map)] = obj
 
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                 end
 
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              end
 
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              --the.interface = Group:new()
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              --self:add(the.interface)
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              self:switchMaze()
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              -- profiling...
 
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              --the.profiler = newProfiler()
 
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              --the.profiler:start()
 
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              self.gameStart = love.timer.getMicroTime()
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              self.lastChange = love.timer.getMicroTime()
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           end,
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                    self:switchMaze()
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                 end
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                 the.activeMaze:collide(the.player)
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                 -- for _, mirror in ipairs(the.mirrors.sprites) do
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                 --    if not mirror.of then
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                 --       print('mirror:' .. inspect(mirror))
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                 --       error('mirror OF NOTHING')
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                 --    end
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                 -- end
 
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                 if not (DEBUG and the.console.visible) then
 
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                    --the.player.collider:collide(the.activeMaze)
 
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                    the.player.collider:collide(the.activeGoal)
 
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                 end
 
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                 if the.keys:justPressed('escape', 'q') then
 
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                    PauseView:new():activate()
 
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                 --elseif the.keys:justPressed('w') then
 
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                 --   WinView:new():activate()
 
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                 end
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              end,
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   switchMaze = function(self)
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                   if the.activeMaze then
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                      the.activeBg.visible = false
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                      the.activeBg = self.bgs[newMaze]
 
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                      if the.activeGoal then
 
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                         the.activeGoal.visible = false
 
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                      end
 
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                      the.activeGoal = self.goals[newMaze]
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                   else
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                      the.activeMaze = self.maze2
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                      the.activeBg = self.bg
 
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                      the.activeGoal = self.goals[2]
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                   end
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                   the.activeMaze:revive()
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                   the.activeBg.visible = true
 
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                   if the.activeGoal then
 
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                      the.activeGoal.visible = true
 
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                   end
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                   the.player.scale = the.activeMaze.playerScale
 
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                   the.player.collider.width = the.player.width * the.activeMaze.playerScale
 
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                   the.player.collider.height = the.player.height * the.activeMaze.playerScale
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                   self._fx = {0,0,0,0}
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                   self.tween:start(self._fx, 4, 150, 10, 'quadIn')
 
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                   self.tween:start(self._fx, 4, 175, 10, 'quadIn')
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                   self.lastChange = love.timer.getMicroTime()
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                end,
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              if DEBUG then
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                 self.console:watch('VERSION', 'VERSION')
 
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                 self.console:watch('player.x', 'the.player.x')
 
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                 self.console:watch('player.y', 'the.player.y')
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                 -- back off that dark overlay a bit
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                 self.console.fill.fill[4] = 75
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              end
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('escape') then
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                    self.quit()
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                 end
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              end
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}