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' |
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17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
5 |
_ = require 'underscore' |
12
by Josh C
only jump when you're on the ground |
6 |
--inspect = require 'inspect' |
2
by Josh C
basic tiles, map, player, movement |
7 |
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10
by Josh C
make player an animation |
8 |
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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}, |
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3
by Josh C
jump |
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onNew = function (self) |
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self.velocity.y = 0 |
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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 |
21 |
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, |
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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 |
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3
by Josh C
jump |
67 |
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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 |
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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 |
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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, |
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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, |
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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) |
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16
by Josh C
try to track X collisions. break out Sprite's physics in prep for |
115 |
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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 |
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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 |
122 |
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 |
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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) |
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12
by Josh C
only jump when you're on the ground |
135 |
self.jumping = false |
8
by Josh C
some basic collision (and workarounds) |
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end |
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else |
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17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
138 |
print('xy ??') |
8
by Josh C
some basic collision (and workarounds) |
139 |
end |
140 |
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12
by Josh C
only jump when you're on the ground |
141 |
end, |
2
by Josh C
basic tiles, map, player, movement |
142 |
} |
143 |
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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) |
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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') |
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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) |
153 |
--self.map:collide(the.player) |
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end |
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2
by Josh C
basic tiles, map, player, movement |
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} |
156 |
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the.app = App:new { |
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onRun = function (self) |
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self.view = GameView:new() |
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12
by Josh C
only jump when you're on the ground |
160 |
--print(inspect(_(the.app):keys())) |
15
by Josh C
more reliable onGround calc |
161 |
self.console:watch('onGround', 'the.player.onGround') |
16
by Josh C
try to track X collisions. break out Sprite's physics in prep for |
162 |
self.console:watch('onWall', 'the.player.onWall') |
2
by Josh C
basic tiles, map, player, movement |
163 |
end, |
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onUpdate = function (self, dt) |
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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 |
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17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
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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 |
169 |
end |
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} |