bzr branch
http://9ix.org/bzr/zoeplat
2
by Josh C
basic tiles, map, player, movement |
1 |
STRICT = true |
2 |
DEBUG = true |
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3 |
||
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' |
24
by Josh C
profiling and analysis |
7 |
require 'pepperprof' |
2
by Josh C
basic tiles, map, player, movement |
8 |
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26
by Josh C
don't go off the edge |
9 |
util = { |
10 |
dim = function(dir) |
|
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if dir == 'x' then |
|
12 |
return 'width' |
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elseif dir == 'y' then |
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return 'height' |
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else |
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16 |
print 'dir ??' |
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end |
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end |
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} |
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20 |
||
10
by Josh C
make player an animation |
21 |
Player = Animation:extend { |
2
by Josh C
basic tiles, map, player, movement |
22 |
image = 'data/player.png', |
10
by Josh C
make player an animation |
23 |
height = 32, |
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width = 32, |
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25 |
sequences = { |
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26 |
stand = { frames = { 1 }, fps = 1 }, |
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27 |
walk = { frames = { 2, 3 }, fps = 5 }, |
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22
by Josh C
climbing animation |
28 |
jump = { frames = { 4 }, fps = 1 }, |
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climbLeft = { frames = { 5, 6 }, fps = 5 }, |
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30 |
climbRight = { frames = { 7, 8 }, fps = 5 } |
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10
by Josh C
make player an animation |
31 |
}, |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
32 |
collisions = {}, |
33 |
onWall = false, |
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23
by Josh C
wall jump |
34 |
leftWallAt = 0, |
3
by Josh C
jump |
35 |
onNew = function (self) |
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self.velocity.y = 0 |
|
5
by Josh C
use built-in maxVelocity system |
37 |
self.maxVelocity.y = 400 |
3
by Josh C
jump |
38 |
end, |
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
39 |
doPhysics = function (self, dir, elapsed) |
40 |
local vel = self.velocity |
|
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local acc = self.acceleration |
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42 |
local drag = self.drag |
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43 |
local minVel = self.minVelocity |
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local maxVel = self.maxVelocity |
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45 |
||
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-- check existence of properties |
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47 |
||
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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 |
54 |
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 |
55 |
end |
56 |
||
57 |
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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60 |
||
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-- physics |
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||
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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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||
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if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end |
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26
by Josh C
don't go off the edge |
81 |
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82 |
if self[dir] < 0 then self[dir] = 0 end |
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local edge = the.view.map[util.dim(dir)] - |
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the.player[util.dim(dir)] |
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-- TODO: take map position into account |
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if self[dir] > edge then self[dir] = edge end |
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17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
87 |
end, |
4
by Josh C
fix jitter caused by focus shift happening in the wrong order. Looks |
88 |
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 |
91 |
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12
by Josh C
only jump when you're on the ground |
92 |
-- jumping/falling updates could go in EndFrame... |
93 |
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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96 |
||
19
by Josh C
climb walls |
97 |
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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100 |
||
6
by Josh C
whitespace cleanup |
101 |
self.acceleration.y = 800 |
102 |
||
19
by Josh C
climb walls |
103 |
if self.onWall then |
104 |
self.acceleration.y = 0 |
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105 |
||
22
by Josh C
climbing animation |
106 |
if self.onWall == 'right' then |
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self:play('climbRight') |
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elseif self.onWall == 'left' then |
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self:play('climbLeft') |
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end |
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111 |
||
19
by Josh C
climb walls |
112 |
if the.keys:pressed('up') then |
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self.velocity.y = -200 |
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elseif the.keys:pressed('down') then |
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self.velocity.y = 200 |
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else |
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self.velocity.y = 0 |
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22
by Josh C
climbing animation |
118 |
self:freeze(self.sequences[self.currentName].frames[1]) |
19
by Josh C
climb walls |
119 |
end |
120 |
end |
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121 |
||
6
by Josh C
whitespace cleanup |
122 |
if the.keys:pressed('left') then |
123 |
self.velocity.x = -200 |
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15
by Josh C
more reliable onGround calc |
124 |
if self.onGround then self:play('walk') end |
23
by Josh C
wall jump |
125 |
if self.onWall == 'right' then |
126 |
self.onWall = false |
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127 |
self.leftWallAt = love.timer.getTime() |
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end |
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6
by Josh C
whitespace cleanup |
129 |
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 |
131 |
if self.onGround then self:play('walk') end |
23
by Josh C
wall jump |
132 |
if self.onWall == 'left' then |
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self.onWall = false |
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self.leftWallAt = love.timer.getTime() |
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end |
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10
by Josh C
make player an animation |
136 |
else |
21
by Josh C
really easy version of knowing when we reached the top of a wall. |
137 |
if not self.onWall then |
22
by Josh C
climbing animation |
138 |
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. |
139 |
self.velocity.x = 0 |
140 |
end |
|
6
by Josh C
whitespace cleanup |
141 |
end |
142 |
||
23
by Josh C
wall jump |
143 |
if the.keys:justPressed('up') and |
25
by Josh C
build more level |
144 |
(self.onGround or the.console.visible or |
23
by Josh C
wall jump |
145 |
(love.timer.getTime() - self.leftWallAt < .1) ) then |
6
by Josh C
whitespace cleanup |
146 |
self.velocity.y = -400 |
12
by Josh C
only jump when you're on the ground |
147 |
self.jumping = true |
6
by Josh C
whitespace cleanup |
148 |
end |
149 |
end, |
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17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
150 |
update = function (self, elapsed) |
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-- NOTE: this is an override, not a callback |
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152 |
||
153 |
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 |
154 |
self:collide(the.view.map) |
155 |
||
156 |
-- handle X collisions |
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21
by Josh C
really easy version of knowing when we reached the top of a wall. |
157 |
self.onWall = false |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
158 |
for _, col in ipairs(self.collisions) do |
159 |
col.other:displaceDir(self, 'x') |
|
160 |
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 |
168 |
|
169 |
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 |
172 |
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20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
173 |
-- handle Y collisions |
174 |
for _, col in ipairs(self.collisions) do |
|
175 |
if self.velocity.y > 0 then |
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self.onGround = true |
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end |
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||
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col.other:displaceDir(self, 'y') |
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180 |
self.velocity.y = 0 |
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self.jumping = false |
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end |
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183 |
||
18
by Josh C
call Animation.update so we actually get animations |
184 |
Animation.update(self, elapsed) |
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
185 |
end, |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
186 |
collide = function (self, ...) |
187 |
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... |
|
190 |
end, |
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8
by Josh C
some basic collision (and workarounds) |
191 |
onCollide = function (self, other, xOverlap, yOverlap) |
192 |
if other == the.view.map then return end |
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193 |
||
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
194 |
table.insert(self.collisions, {other = other, |
195 |
xOverlap = xOverlap, |
|
196 |
yOverlap = yOverlap }) |
|
197 |
end |
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2
by Josh C
basic tiles, map, player, movement |
198 |
} |
199 |
||
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
200 |
-- displace on a specific axis (monkey patch Sprite) |
201 |
function Sprite:displaceDir(other, dir) |
|
202 |
if not self.solid or self == other or not other.solid then return end |
|
203 |
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end |
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204 |
||
205 |
if other.sprites then |
|
206 |
-- handle groups |
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207 |
||
208 |
for _, spr in pairs(other.sprites) do |
|
209 |
self:displace(spr, dir) |
|
210 |
end |
|
211 |
else |
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212 |
-- handle sprites |
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26
by Josh C
don't go off the edge |
213 |
local dim = util.dim(dir) |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
214 |
|
215 |
local negMove = (other[dir] - self[dir]) + other[dim] |
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216 |
local posMove = (self[dir] + self[dim]) - other[dir] |
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217 |
||
218 |
-- TODO: re-add hinting? |
|
219 |
if negMove < posMove then |
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220 |
chg = - negMove |
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221 |
else |
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222 |
chg = posMove |
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223 |
end |
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224 |
end |
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225 |
||
226 |
other[dir] = other[dir] + chg |
|
227 |
end |
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228 |
||
2
by Josh C
basic tiles, map, player, movement |
229 |
GameView = View:extend { |
230 |
onNew = function (self) |
|
231 |
self:loadLayers('data/map.lua') |
|
232 |
self.focus = the.player |
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233 |
self:clampTo(self.map) |
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8
by Josh C
some basic collision (and workarounds) |
234 |
end, |
235 |
onUpdate = function (self) |
|
236 |
--print('tick') |
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17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
237 |
--the.player:collide(self.map) |
8
by Josh C
some basic collision (and workarounds) |
238 |
--self.map:collide(the.player) |
239 |
end |
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2
by Josh C
basic tiles, map, player, movement |
240 |
} |
241 |
||
242 |
the.app = App:new { |
|
243 |
onRun = function (self) |
|
244 |
self.view = GameView:new() |
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15
by Josh C
more reliable onGround calc |
245 |
self.console:watch('onGround', 'the.player.onGround') |
16
by Josh C
try to track X collisions. break out Sprite's physics in prep for |
246 |
self.console:watch('onWall', 'the.player.onWall') |
24
by Josh C
profiling and analysis |
247 |
self.console:watch('updateTook', 'the.updateTook') |
248 |
self.console:watch('drawTook', 'the.drawTook') |
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249 |
||
250 |
--the.profiler = newProfiler('time', 2000) |
|
251 |
--the.profiler = newProfiler() |
|
252 |
--the.profiler:start() |
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2
by Josh C
basic tiles, map, player, movement |
253 |
end, |
254 |
onUpdate = function (self, dt) |
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24
by Josh C
profiling and analysis |
255 |
if the.keys:justPressed('escape') then |
256 |
if the.profiler then |
|
257 |
the.profiler:stop() |
|
258 |
local outfile = io.open( "profile.txt", "w+" ) |
|
259 |
the.profiler:report( outfile ) |
|
260 |
outfile:close() |
|
261 |
end |
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262 |
||
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
263 |
self.quit() |
12
by Josh C
only jump when you're on the ground |
264 |
end |
24
by Josh C
profiling and analysis |
265 |
end, |
266 |
update = function (self, dt) |
|
267 |
the.updateStart = love.timer.getMicroTime() |
|
268 |
App.update(self, dt) |
|
269 |
if the.updateStart then |
|
270 |
the.updateTook = love.timer.getMicroTime() - the.updateStart |
|
271 |
end |
|
272 |
end |
|
273 |
} |