/zoeplat

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bzr branch http://9ix.org/bzr/zoeplat
2 by Josh C
basic tiles, map, player, movement
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STRICT = true
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DEBUG = true
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require 'zoetrope'
17 by Josh C
reorganize code - separate X and Y physics so we can collide in each
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_ = require 'underscore'
12 by Josh C
only jump when you're on the ground
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--inspect = require 'inspect'
2 by Josh C
basic tiles, map, player, movement
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10 by Josh C
make player an animation
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Player = Animation:extend {
2 by Josh C
basic tiles, map, player, movement
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   image = 'data/player.png',
10 by Josh C
make player an animation
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   height = 32,
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   width = 32,
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   sequences = {
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      stand = { frames = { 1 }, fps = 1 },
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      walk = { frames = { 2, 3 }, fps = 5 },
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      jump = { frames = { 4 }, fps = 1 }
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   },
3 by Josh C
jump
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   onNew = function (self)
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              self.velocity.y = 0
5 by Josh C
use built-in maxVelocity system
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              self.maxVelocity.y = 400
3 by Josh C
jump
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           end,
17 by Josh C
reorganize code - separate X and Y physics so we can collide in each
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   doPhysics = function (self, dir, elapsed)
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                  local vel = self.velocity
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                  local acc = self.acceleration
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                  local drag = self.drag
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                  local minVel = self.minVelocity
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                  local maxVel = self.maxVelocity
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                  -- check existence of properties
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                  if STRICT then
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                     assert(vel, 'active sprite has no velocity property')
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                     assert(acc, 'active sprite has no acceleration property')
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                     assert(drag, 'active sprite has no drag property')
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                     assert(minVel, 'active sprite has no minVelocity property')
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                     assert(maxVel, 'active sprite has no maxVelocity property')
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                     assert(_.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
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                  end
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                  vel.x = vel.x or 0
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                  vel.y = vel.y or 0
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                  vel.rotation = vel.rotation or 0
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                  -- physics
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                  if acc[dir] and acc[dir] ~= 0 then
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                     vel[dir] = vel[dir] + acc[dir] * elapsed
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                  else
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                     if drag[dir] then
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                        if vel[dir] > 0 then
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                           vel[dir] = vel[dir] - drag[dir] * elapsed
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                           if vel[dir] < 0 then vel[dir] = 0 end
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                        elseif vel[dir] < 0 then
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                           vel[dir] = vel[dir] + drag[dir] * elapsed
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                           if vel[dir] > 0 then vel[dir] = 0 end
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                        end
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                     end
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                  end
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                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
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                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
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                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
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               end,
4 by Josh C
fix jitter caused by focus shift happening in the wrong order. Looks
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   onStartFrame = function (self)
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                     -- this is all in startframe so it happens before
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                     -- physics calc at beginning of update
3 by Josh C
jump
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12 by Josh C
only jump when you're on the ground
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                     -- jumping/falling updates could go in EndFrame...
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                     self.falling = self.velocity.y > 0
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                     if self.falling then self.jumping = false end
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                     --print(self.jumping, self.falling)
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15 by Josh C
more reliable onGround calc
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                     if not self.onGround then
13 by Josh C
reapply jump animation after Y collision. (there's a frame of no
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                        self:play('jump')
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                     end
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6 by Josh C
whitespace cleanup
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                     self.velocity.x = 0
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                     self.acceleration.y = 800
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                     if the.keys:pressed('left') then
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                        self.velocity.x = -200
15 by Josh C
more reliable onGround calc
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                        if self.onGround then self:play('walk') end
6 by Josh C
whitespace cleanup
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                     elseif the.keys:pressed('right') then
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                        self.velocity.x = 200
15 by Josh C
more reliable onGround calc
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                        if self.onGround then self:play('walk') end
10 by Josh C
make player an animation
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                     else
15 by Josh C
more reliable onGround calc
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                        if self.onGround then self:play('stand') end
6 by Josh C
whitespace cleanup
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                     end
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15 by Josh C
more reliable onGround calc
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                     if the.keys:justPressed('up') and self.onGround then
6 by Josh C
whitespace cleanup
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                        self.velocity.y = -400
12 by Josh C
only jump when you're on the ground
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                        self.jumping = true
6 by Josh C
whitespace cleanup
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                     end
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                  end,
17 by Josh C
reorganize code - separate X and Y physics so we can collide in each
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   update = function (self, elapsed)
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               -- NOTE: this is an override, not a callback
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               self:doPhysics('x', elapsed)
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               self.onGround = false -- right before Y collision callbacks
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               self:doPhysics('y', elapsed)
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               self:collide(the.view.map)
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            end,
8 by Josh C
some basic collision (and workarounds)
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   onCollide = function (self, other, xOverlap, yOverlap)
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                  -- seriously, why does this even fire?
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                  if other == the.view.map then return end
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                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
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                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
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                  -- assumption: any other collision is with a solid map tile
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                  if yOverlap > xOverlap then
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                     other:displace(self)
16 by Josh C
try to track X collisions. break out Sprite's physics in prep for
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                     if self.velocity.x > 0 then
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                        self.onWall = 'right'
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                     elseif self.velocity.x < 0 then
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                        self.onWall = 'left'
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                     else
17 by Josh C
reorganize code - separate X and Y physics so we can collide in each
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                        print 'x ??'
16 by Josh C
try to track X collisions. break out Sprite's physics in prep for
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                     end
8 by Josh C
some basic collision (and workarounds)
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                  elseif xOverlap > yOverlap then
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                     -- check if we've moved since collisions were generated
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                     local xov, yov = self:overlap(other.x, other.y,
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                                                   other.width, other.height)
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                     if xov ~= 0 and yov ~= 0 then
15 by Josh C
more reliable onGround calc
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                        --print('y collision')
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                        if self.velocity.y > 0 then
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                           self.onGround = true
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                        end
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8 by Josh C
some basic collision (and workarounds)
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                        self.velocity.y = 0
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                        other:displace(self)
12 by Josh C
only jump when you're on the ground
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                        self.jumping = false
8 by Josh C
some basic collision (and workarounds)
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                     end
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                  else
17 by Josh C
reorganize code - separate X and Y physics so we can collide in each
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                     print('xy ??')
8 by Josh C
some basic collision (and workarounds)
139
                  end
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12 by Josh C
only jump when you're on the ground
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               end,
2 by Josh C
basic tiles, map, player, movement
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}
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GameView = View:extend {
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   onNew = function (self)
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              self:loadLayers('data/map.lua')
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              self.focus = the.player
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              self:clampTo(self.map)
8 by Josh C
some basic collision (and workarounds)
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           end,
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   onUpdate = function (self)
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                 --print('tick')
17 by Josh C
reorganize code - separate X and Y physics so we can collide in each
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                 --the.player:collide(self.map)
8 by Josh C
some basic collision (and workarounds)
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                 --self.map:collide(the.player)
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              end
2 by Josh C
basic tiles, map, player, movement
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}
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the.app = App:new {
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   onRun = function (self)
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              self.view = GameView:new()
12 by Josh C
only jump when you're on the ground
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              --print(inspect(_(the.app):keys()))
15 by Josh C
more reliable onGround calc
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              self.console:watch('onGround', 'the.player.onGround')
16 by Josh C
try to track X collisions. break out Sprite's physics in prep for
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              self.console:watch('onWall', 'the.player.onWall')
2 by Josh C
basic tiles, map, player, movement
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           end,
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   onUpdate = function (self, dt)
14 by Josh C
don't quit w/ escape if debug console is up
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                 if the.keys:justPressed('escape') and 
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                   not self.console.visible then
17 by Josh C
reorganize code - separate X and Y physics so we can collide in each
167
                    self.quit()
12 by Josh C
only jump when you're on the ground
168
                 end
2 by Josh C
basic tiles, map, player, movement
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              end
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}