/zoeplat

To get this branch, use:
bzr branch http://9ix.org/bzr/zoeplat
2 by Josh C
basic tiles, map, player, movement
1
STRICT = true
2
DEBUG = true
3
4
require 'zoetrope'
5
10 by Josh C
make player an animation
6
Player = Animation:extend {
2 by Josh C
basic tiles, map, player, movement
7
   image = 'data/player.png',
10 by Josh C
make player an animation
8
   height = 32,
9
   width = 32,
10
   sequences = {
11
      stand = { frames = { 1 }, fps = 1 },
12
      walk = { frames = { 2, 3 }, fps = 5 },
13
      jump = { frames = { 4 }, fps = 1 }
14
   },
3 by Josh C
jump
15
   onNew = function (self)
16
              self.velocity.y = 0
5 by Josh C
use built-in maxVelocity system
17
              self.maxVelocity.y = 400
3 by Josh C
jump
18
           end,
4 by Josh C
fix jitter caused by focus shift happening in the wrong order. Looks
19
   onStartFrame = function (self)
20
                     -- this is all in startframe so it happens before
21
                     -- physics calc at beginning of update
3 by Josh C
jump
22
6 by Josh C
whitespace cleanup
23
                     self.velocity.x = 0
24
                     self.acceleration.y = 800
25
26
                     if the.keys:pressed('left') then
27
                        self.velocity.x = -200
10 by Josh C
make player an animation
28
                        self:play('walk')
6 by Josh C
whitespace cleanup
29
                     elseif the.keys:pressed('right') then
30
                        self.velocity.x = 200
10 by Josh C
make player an animation
31
                        self:play('walk')
32
                     else
33
                        self:play('stand')
6 by Josh C
whitespace cleanup
34
                     end
35
36
                     if the.keys:justPressed('up') then
37
                        self.velocity.y = -400
38
                     end
39
                  end,
8 by Josh C
some basic collision (and workarounds)
40
   onCollide = function (self, other, xOverlap, yOverlap)
41
                  -- seriously, why does this even fire?
42
                  if other == the.view.map then return end
43
44
                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
45
                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
46
47
                  -- assumption: any other collision is with a solid map tile
48
                  if yOverlap > xOverlap then
49
                     other:displace(self)
50
                  elseif xOverlap > yOverlap then
51
                     -- check if we've moved since collisions were generated
52
                     local xov, yov = self:overlap(other.x, other.y,
53
                                                   other.width, other.height)
54
                     if xov ~= 0 and yov ~= 0 then
55
                        self.velocity.y = 0
56
                        other:displace(self)
57
                     end
58
                  else
59
                     print('??')
60
                  end
61
62
               end
2 by Josh C
basic tiles, map, player, movement
63
}
64
65
GameView = View:extend {
66
   onNew = function (self)
67
              self:loadLayers('data/map.lua')
68
              self.focus = the.player
69
              self:clampTo(self.map)
8 by Josh C
some basic collision (and workarounds)
70
           end,
71
   onUpdate = function (self)
72
                 --print('tick')
73
                 the.player:collide(self.map)
74
                 --self.map:collide(the.player)
75
              end
2 by Josh C
basic tiles, map, player, movement
76
}
77
78
the.app = App:new {
79
   onRun = function (self)
80
              self.view = GameView:new()
81
           end,
82
   onUpdate = function (self, dt)
8 by Josh C
some basic collision (and workarounds)
83
                 -- apparently I can do this w/ C-A-q if DEBUG is on
84
                 -- if the.keys:justPressed('escape') then
85
                 --    love.event.quit()
86
                 -- end
2 by Josh C
basic tiles, map, player, movement
87
              end
88
}