bzr branch
http://9ix.org/bzr/zoeplat
2
by Josh C
basic tiles, map, player, movement |
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STRICT = true |
2 |
DEBUG = true |
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||
4 |
require 'zoetrope' |
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20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
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 |
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image = 'data/player.png', |
10
by Josh C
make player an animation |
10 |
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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20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
17 |
collisions = {}, |
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onWall = false, |
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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 |
21 |
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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||
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-- check existence of properties |
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||
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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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20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
38 |
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation') |
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
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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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||
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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 |
66 |
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 |
69 |
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12
by Josh C
only jump when you're on the ground |
70 |
-- 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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||
19
by Josh C
climb walls |
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if (not self.onGround) and (not self.onWall) 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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78 |
||
6
by Josh C
whitespace cleanup |
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self.acceleration.y = 800 |
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||
19
by Josh C
climb walls |
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if self.onWall then |
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self.acceleration.y = 0 |
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if the.keys:pressed('up') then |
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self.velocity.y = -200 |
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self:play('stand') |
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elseif the.keys:pressed('down') then |
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self.velocity.y = 200 |
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self:play('stand') |
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else |
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self.velocity.y = 0 |
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self:play('stand') |
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end |
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end |
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||
6
by Josh C
whitespace cleanup |
96 |
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 |
19
by Josh C
climb walls |
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if self.onWall == 'right' then self.onWall = false 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 |
19
by Josh C
climb walls |
103 |
if self.onWall == 'left' then self.onWall = false end |
10
by Josh C
make player an animation |
104 |
else |
15
by Josh C
more reliable onGround calc |
105 |
if self.onGround then self:play('stand') end |
21
by Josh C
really easy version of knowing when we reached the top of a wall. |
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if not self.onWall then |
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self.velocity.x = 0 |
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end |
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6
by Josh C
whitespace cleanup |
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end |
110 |
||
15
by Josh C
more reliable onGround calc |
111 |
if the.keys:justPressed('up') and self.onGround then |
6
by Josh C
whitespace cleanup |
112 |
self.velocity.y = -400 |
12
by Josh C
only jump when you're on the ground |
113 |
self.jumping = true |
6
by Josh C
whitespace cleanup |
114 |
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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20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
120 |
self:collide(the.view.map) |
121 |
||
122 |
-- handle X collisions |
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21
by Josh C
really easy version of knowing when we reached the top of a wall. |
123 |
self.onWall = false |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
124 |
for _, col in ipairs(self.collisions) do |
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col.other:displaceDir(self, 'x') |
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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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print 'x ??' |
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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 |
134 |
|
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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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18
by Josh C
call Animation.update so we actually get animations |
138 |
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20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
139 |
-- handle Y collisions |
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for _, col in ipairs(self.collisions) do |
|
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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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col.other:displaceDir(self, 'y') |
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self.velocity.y = 0 |
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self.jumping = false |
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end |
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||
18
by Josh C
call Animation.update so we actually get animations |
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Animation.update(self, elapsed) |
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
151 |
end, |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
152 |
collide = function (self, ...) |
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self.collisions = {} |
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Animation.collide(self, ...) |
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-- I could return a true/false value here if I wanted to... |
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end, |
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8
by Josh C
some basic collision (and workarounds) |
157 |
onCollide = function (self, other, xOverlap, yOverlap) |
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if other == the.view.map then return end |
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||
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
160 |
table.insert(self.collisions, {other = other, |
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xOverlap = xOverlap, |
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yOverlap = yOverlap }) |
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end |
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2
by Josh C
basic tiles, map, player, movement |
164 |
} |
165 |
||
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
166 |
-- displace on a specific axis (monkey patch Sprite) |
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function Sprite:displaceDir(other, dir) |
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if not self.solid or self == other or not other.solid then return end |
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if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end |
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||
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if other.sprites then |
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-- handle groups |
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173 |
||
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for _, spr in pairs(other.sprites) do |
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self:displace(spr, dir) |
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end |
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else |
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-- handle sprites |
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local dim |
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if dir == 'x' then |
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dim = 'width' |
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elseif dir == 'y' then |
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dim = 'height' |
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else |
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print 'dir ??' |
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end |
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local negMove = (other[dir] - self[dir]) + other[dim] |
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local posMove = (self[dir] + self[dim]) - other[dir] |
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-- TODO: re-add hinting? |
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if negMove < posMove then |
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chg = - negMove |
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else |
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chg = posMove |
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end |
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end |
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other[dir] = other[dir] + chg |
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end |
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201 |
||
2
by Josh C
basic tiles, map, player, movement |
202 |
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) |
207 |
end, |
208 |
onUpdate = function (self) |
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209 |
--print('tick') |
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17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
210 |
--the.player:collide(self.map) |
8
by Josh C
some basic collision (and workarounds) |
211 |
--self.map:collide(the.player) |
212 |
end |
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2
by Josh C
basic tiles, map, player, movement |
213 |
} |
214 |
||
215 |
the.app = App:new { |
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onRun = function (self) |
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self.view = GameView:new() |
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15
by Josh C
more reliable onGround calc |
218 |
self.console:watch('onGround', 'the.player.onGround') |
16
by Josh C
try to track X collisions. break out Sprite's physics in prep for |
219 |
self.console:watch('onWall', 'the.player.onWall') |
2
by Josh C
basic tiles, map, player, movement |
220 |
end, |
221 |
onUpdate = function (self, dt) |
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14
by Josh C
don't quit w/ escape if debug console is up |
222 |
if the.keys:justPressed('escape') and |
223 |
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 |
224 |
self.quit() |
12
by Josh C
only jump when you're on the ground |
225 |
end |
2
by Josh C
basic tiles, map, player, movement |
226 |
end |
227 |
} |