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' |
|
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 |
|
10
by Josh C
make player an animation |
8 |
Player = Animation:extend { |
2
by Josh C
basic tiles, map, player, movement |
9 |
image = 'data/player.png', |
10
by Josh C
make player an animation |
10 |
height = 32, |
11 |
width = 32, |
|
12 |
sequences = { |
|
13 |
stand = { frames = { 1 }, fps = 1 }, |
|
14 |
walk = { frames = { 2, 3 }, fps = 5 }, |
|
15 |
jump = { frames = { 4 }, fps = 1 } |
|
16 |
}, |
|
3
by Josh C
jump |
17 |
onNew = function (self) |
18 |
self.velocity.y = 0 |
|
5
by Josh C
use built-in maxVelocity system |
19 |
self.maxVelocity.y = 400 |
3
by Josh C
jump |
20 |
end, |
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
21 |
doPhysics = function (self, dir, elapsed) |
22 |
local vel = self.velocity |
|
23 |
local acc = self.acceleration |
|
24 |
local drag = self.drag |
|
25 |
local minVel = self.minVelocity |
|
26 |
local maxVel = self.maxVelocity |
|
27 |
||
28 |
-- check existence of properties |
|
29 |
||
30 |
if STRICT then |
|
31 |
assert(vel, 'active sprite has no velocity property') |
|
32 |
assert(acc, 'active sprite has no acceleration property') |
|
33 |
assert(drag, 'active sprite has no drag property') |
|
34 |
assert(minVel, 'active sprite has no minVelocity property') |
|
35 |
assert(maxVel, 'active sprite has no maxVelocity property') |
|
36 |
assert(_.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation') |
|
37 |
end |
|
38 |
||
39 |
vel.x = vel.x or 0 |
|
40 |
vel.y = vel.y or 0 |
|
41 |
vel.rotation = vel.rotation or 0 |
|
42 |
||
43 |
-- physics |
|
44 |
||
45 |
if acc[dir] and acc[dir] ~= 0 then |
|
46 |
vel[dir] = vel[dir] + acc[dir] * elapsed |
|
47 |
else |
|
48 |
if drag[dir] then |
|
49 |
if vel[dir] > 0 then |
|
50 |
vel[dir] = vel[dir] - drag[dir] * elapsed |
|
51 |
if vel[dir] < 0 then vel[dir] = 0 end |
|
52 |
elseif vel[dir] < 0 then |
|
53 |
vel[dir] = vel[dir] + drag[dir] * elapsed |
|
54 |
if vel[dir] > 0 then vel[dir] = 0 end |
|
55 |
end |
|
56 |
end |
|
57 |
end |
|
58 |
||
59 |
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end |
|
60 |
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end |
|
61 |
||
62 |
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end |
|
63 |
end, |
|
4
by Josh C
fix jitter caused by focus shift happening in the wrong order. Looks |
64 |
onStartFrame = function (self) |
65 |
-- this is all in startframe so it happens before |
|
66 |
-- physics calc at beginning of update |
|
3
by Josh C
jump |
67 |
|
12
by Josh C
only jump when you're on the ground |
68 |
-- jumping/falling updates could go in EndFrame... |
69 |
self.falling = self.velocity.y > 0 |
|
70 |
if self.falling then self.jumping = false end |
|
71 |
--print(self.jumping, self.falling) |
|
72 |
||
15
by Josh C
more reliable onGround calc |
73 |
if not self.onGround then |
13
by Josh C
reapply jump animation after Y collision. (there's a frame of no |
74 |
self:play('jump') |
75 |
end |
|
76 |
||
6
by Josh C
whitespace cleanup |
77 |
self.velocity.x = 0 |
78 |
self.acceleration.y = 800 |
|
79 |
||
80 |
if the.keys:pressed('left') then |
|
81 |
self.velocity.x = -200 |
|
15
by Josh C
more reliable onGround calc |
82 |
if self.onGround then self:play('walk') end |
6
by Josh C
whitespace cleanup |
83 |
elseif the.keys:pressed('right') then |
84 |
self.velocity.x = 200 |
|
15
by Josh C
more reliable onGround calc |
85 |
if self.onGround then self:play('walk') end |
10
by Josh C
make player an animation |
86 |
else |
15
by Josh C
more reliable onGround calc |
87 |
if self.onGround then self:play('stand') end |
6
by Josh C
whitespace cleanup |
88 |
end |
89 |
||
15
by Josh C
more reliable onGround calc |
90 |
if the.keys:justPressed('up') and self.onGround then |
6
by Josh C
whitespace cleanup |
91 |
self.velocity.y = -400 |
12
by Josh C
only jump when you're on the ground |
92 |
self.jumping = true |
6
by Josh C
whitespace cleanup |
93 |
end |
94 |
end, |
|
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
95 |
update = function (self, elapsed) |
96 |
-- NOTE: this is an override, not a callback |
|
97 |
||
98 |
self:doPhysics('x', elapsed) |
|
99 |
||
100 |
self.onGround = false -- right before Y collision callbacks |
|
101 |
self:doPhysics('y', elapsed) |
|
102 |
||
103 |
self:collide(the.view.map) |
|
18
by Josh C
call Animation.update so we actually get animations |
104 |
|
105 |
Animation.update(self, elapsed) |
|
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
106 |
end, |
8
by Josh C
some basic collision (and workarounds) |
107 |
onCollide = function (self, other, xOverlap, yOverlap) |
108 |
-- seriously, why does this even fire? |
|
109 |
if other == the.view.map then return end |
|
110 |
||
111 |
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other))) |
|
112 |
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y) |
|
113 |
||
114 |
-- assumption: any other collision is with a solid map tile |
|
115 |
if yOverlap > xOverlap then |
|
116 |
other:displace(self) |
|
16
by Josh C
try to track X collisions. break out Sprite's physics in prep for |
117 |
|
118 |
if self.velocity.x > 0 then |
|
119 |
self.onWall = 'right' |
|
120 |
elseif self.velocity.x < 0 then |
|
121 |
self.onWall = 'left' |
|
122 |
else |
|
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
123 |
print 'x ??' |
16
by Josh C
try to track X collisions. break out Sprite's physics in prep for |
124 |
end |
8
by Josh C
some basic collision (and workarounds) |
125 |
elseif xOverlap > yOverlap then |
126 |
-- check if we've moved since collisions were generated |
|
127 |
local xov, yov = self:overlap(other.x, other.y, |
|
128 |
other.width, other.height) |
|
129 |
if xov ~= 0 and yov ~= 0 then |
|
15
by Josh C
more reliable onGround calc |
130 |
--print('y collision') |
131 |
if self.velocity.y > 0 then |
|
132 |
self.onGround = true |
|
133 |
end |
|
134 |
||
8
by Josh C
some basic collision (and workarounds) |
135 |
self.velocity.y = 0 |
136 |
other:displace(self) |
|
12
by Josh C
only jump when you're on the ground |
137 |
self.jumping = false |
8
by Josh C
some basic collision (and workarounds) |
138 |
end |
139 |
else |
|
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
140 |
print('xy ??') |
8
by Josh C
some basic collision (and workarounds) |
141 |
end |
142 |
||
12
by Josh C
only jump when you're on the ground |
143 |
end, |
2
by Josh C
basic tiles, map, player, movement |
144 |
} |
145 |
||
146 |
GameView = View:extend { |
|
147 |
onNew = function (self) |
|
148 |
self:loadLayers('data/map.lua') |
|
149 |
self.focus = the.player |
|
150 |
self:clampTo(self.map) |
|
8
by Josh C
some basic collision (and workarounds) |
151 |
end, |
152 |
onUpdate = function (self) |
|
153 |
--print('tick') |
|
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
154 |
--the.player:collide(self.map) |
8
by Josh C
some basic collision (and workarounds) |
155 |
--self.map:collide(the.player) |
156 |
end |
|
2
by Josh C
basic tiles, map, player, movement |
157 |
} |
158 |
||
159 |
the.app = App:new { |
|
160 |
onRun = function (self) |
|
161 |
self.view = GameView:new() |
|
12
by Josh C
only jump when you're on the ground |
162 |
--print(inspect(_(the.app):keys())) |
15
by Josh C
more reliable onGround calc |
163 |
self.console:watch('onGround', 'the.player.onGround') |
16
by Josh C
try to track X collisions. break out Sprite's physics in prep for |
164 |
self.console:watch('onWall', 'the.player.onWall') |
2
by Josh C
basic tiles, map, player, movement |
165 |
end, |
166 |
onUpdate = function (self, dt) |
|
14
by Josh C
don't quit w/ escape if debug console is up |
167 |
if the.keys:justPressed('escape') and |
168 |
not self.console.visible then |
|
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
169 |
self.quit() |
12
by Josh C
only jump when you're on the ground |
170 |
end |
2
by Josh C
basic tiles, map, player, movement |
171 |
end |
172 |
} |