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' |
|
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 |
|
26
by Josh C
don't go off the edge |
9 |
util = { |
10 |
dim = function(dir) |
|
11 |
if dir == 'x' then |
|
12 |
return 'width' |
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elseif dir == 'y' then |
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14 |
return 'height' |
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15 |
else |
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16 |
print 'dir ??' |
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17 |
end |
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18 |
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, |
24 |
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 }, |
29 |
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) |
36 |
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 |
|
41 |
local acc = self.acceleration |
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42 |
local drag = self.drag |
|
43 |
local minVel = self.minVelocity |
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44 |
local maxVel = self.maxVelocity |
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45 |
||
46 |
-- check existence of properties |
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47 |
||
48 |
if STRICT then |
|
49 |
assert(vel, 'active sprite has no velocity property') |
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50 |
assert(acc, 'active sprite has no acceleration property') |
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51 |
assert(drag, 'active sprite has no drag property') |
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52 |
assert(minVel, 'active sprite has no minVelocity property') |
|
53 |
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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58 |
vel.y = vel.y or 0 |
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59 |
vel.rotation = vel.rotation or 0 |
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60 |
||
61 |
-- physics |
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62 |
||
63 |
if acc[dir] and acc[dir] ~= 0 then |
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64 |
vel[dir] = vel[dir] + acc[dir] * elapsed |
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else |
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66 |
if drag[dir] then |
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67 |
if vel[dir] > 0 then |
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68 |
vel[dir] = vel[dir] - drag[dir] * elapsed |
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69 |
if vel[dir] < 0 then vel[dir] = 0 end |
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70 |
elseif vel[dir] < 0 then |
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71 |
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 |
|
74 |
end |
|
75 |
end |
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76 |
||
77 |
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end |
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78 |
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end |
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79 |
||
27
by Josh C
hack to not fall through floor on long first tick, monkey patch to turn |
80 |
-- ugly hack for falling through floor on really slow frames |
81 |
if math.abs(vel[dir] * elapsed) > 32 then |
|
82 |
print('skip') |
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return |
|
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end |
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85 |
||
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
86 |
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end |
26
by Josh C
don't go off the edge |
87 |
|
88 |
if self[dir] < 0 then self[dir] = 0 end |
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89 |
local edge = the.view.map[util.dim(dir)] - |
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90 |
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 |
93 |
end, |
4
by Josh C
fix jitter caused by focus shift happening in the wrong order. Looks |
94 |
onStartFrame = function (self) |
95 |
-- this is all in startframe so it happens before |
|
96 |
-- physics calc at beginning of update |
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3
by Josh C
jump |
97 |
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12
by Josh C
only jump when you're on the ground |
98 |
-- jumping/falling updates could go in EndFrame... |
99 |
self.falling = self.velocity.y > 0 |
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100 |
if self.falling then self.jumping = false end |
|
101 |
--print(self.jumping, self.falling) |
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102 |
||
19
by Josh C
climb walls |
103 |
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 |
104 |
self:play('jump') |
105 |
end |
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106 |
||
6
by Josh C
whitespace cleanup |
107 |
self.acceleration.y = 800 |
108 |
||
19
by Josh C
climb walls |
109 |
if self.onWall then |
110 |
self.acceleration.y = 0 |
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111 |
||
22
by Josh C
climbing animation |
112 |
if self.onWall == 'right' then |
113 |
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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117 |
||
19
by Josh C
climb walls |
118 |
if the.keys:pressed('up') then |
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self.velocity.y = -200 |
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120 |
elseif the.keys:pressed('down') then |
|
121 |
self.velocity.y = 200 |
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122 |
else |
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123 |
self.velocity.y = 0 |
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22
by Josh C
climbing animation |
124 |
self:freeze(self.sequences[self.currentName].frames[1]) |
19
by Josh C
climb walls |
125 |
end |
126 |
end |
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127 |
||
6
by Josh C
whitespace cleanup |
128 |
if the.keys:pressed('left') then |
129 |
self.velocity.x = -200 |
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15
by Josh C
more reliable onGround calc |
130 |
if self.onGround then self:play('walk') end |
23
by Josh C
wall jump |
131 |
if self.onWall == 'right' then |
132 |
self.onWall = false |
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133 |
self.leftWallAt = love.timer.getTime() |
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end |
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6
by Josh C
whitespace cleanup |
135 |
elseif the.keys:pressed('right') then |
136 |
self.velocity.x = 200 |
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15
by Josh C
more reliable onGround calc |
137 |
if self.onGround then self:play('walk') end |
23
by Josh C
wall jump |
138 |
if self.onWall == 'left' then |
139 |
self.onWall = false |
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140 |
self.leftWallAt = love.timer.getTime() |
|
141 |
end |
|
10
by Josh C
make player an animation |
142 |
else |
21
by Josh C
really easy version of knowing when we reached the top of a wall. |
143 |
if not self.onWall then |
22
by Josh C
climbing animation |
144 |
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. |
145 |
self.velocity.x = 0 |
146 |
end |
|
6
by Josh C
whitespace cleanup |
147 |
end |
148 |
||
23
by Josh C
wall jump |
149 |
if the.keys:justPressed('up') and |
25
by Josh C
build more level |
150 |
(self.onGround or the.console.visible or |
23
by Josh C
wall jump |
151 |
(love.timer.getTime() - self.leftWallAt < .1) ) then |
6
by Josh C
whitespace cleanup |
152 |
self.velocity.y = -400 |
12
by Josh C
only jump when you're on the ground |
153 |
self.jumping = true |
6
by Josh C
whitespace cleanup |
154 |
end |
155 |
end, |
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17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
156 |
update = function (self, elapsed) |
157 |
-- NOTE: this is an override, not a callback |
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158 |
||
159 |
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 |
160 |
self:collide(the.view.map) |
161 |
||
162 |
-- handle X collisions |
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21
by Josh C
really easy version of knowing when we reached the top of a wall. |
163 |
self.onWall = false |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
164 |
for _, col in ipairs(self.collisions) do |
165 |
col.other:displaceDir(self, 'x') |
|
166 |
if self.velocity.x > 0 then |
|
167 |
self.onWall = 'right' |
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168 |
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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173 |
end |
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17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
174 |
|
175 |
self.onGround = false -- right before Y collision callbacks |
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176 |
self:doPhysics('y', elapsed) |
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177 |
self:collide(the.view.map) |
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18
by Josh C
call Animation.update so we actually get animations |
178 |
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20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
179 |
-- handle Y collisions |
180 |
for _, col in ipairs(self.collisions) do |
|
181 |
if self.velocity.y > 0 then |
|
182 |
self.onGround = true |
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end |
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184 |
||
185 |
col.other:displaceDir(self, 'y') |
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186 |
self.velocity.y = 0 |
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self.jumping = false |
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end |
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189 |
||
18
by Josh C
call Animation.update so we actually get animations |
190 |
Animation.update(self, elapsed) |
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
191 |
end, |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
192 |
collide = function (self, ...) |
193 |
self.collisions = {} |
|
194 |
Animation.collide(self, ...) |
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195 |
-- I could return a true/false value here if I wanted to... |
|
196 |
end, |
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8
by Josh C
some basic collision (and workarounds) |
197 |
onCollide = function (self, other, xOverlap, yOverlap) |
198 |
if other == the.view.map then return end |
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199 |
||
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
200 |
table.insert(self.collisions, {other = other, |
201 |
xOverlap = xOverlap, |
|
202 |
yOverlap = yOverlap }) |
|
203 |
end |
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2
by Josh C
basic tiles, map, player, movement |
204 |
} |
205 |
||
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
206 |
-- displace on a specific axis (monkey patch Sprite) |
207 |
function Sprite:displaceDir(other, dir) |
|
208 |
if not self.solid or self == other or not other.solid then return end |
|
209 |
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end |
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210 |
||
211 |
if other.sprites then |
|
212 |
-- handle groups |
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213 |
||
214 |
for _, spr in pairs(other.sprites) do |
|
215 |
self:displace(spr, dir) |
|
216 |
end |
|
217 |
else |
|
218 |
-- handle sprites |
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26
by Josh C
don't go off the edge |
219 |
local dim = util.dim(dir) |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
220 |
|
221 |
local negMove = (other[dir] - self[dir]) + other[dim] |
|
222 |
local posMove = (self[dir] + self[dim]) - other[dir] |
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223 |
||
224 |
-- TODO: re-add hinting? |
|
225 |
if negMove < posMove then |
|
226 |
chg = - negMove |
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227 |
else |
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228 |
chg = posMove |
|
229 |
end |
|
230 |
end |
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231 |
||
232 |
other[dir] = other[dir] + chg |
|
233 |
end |
|
234 |
||
27
by Josh C
hack to not fall through floor on long first tick, monkey patch to turn |
235 |
-- don't use zoetrope physics |
236 |
function Sprite:update (elapsed) |
|
237 |
if self.onUpdate then self:onUpdate(elapsed) end |
|
238 |
end |
|
239 |
||
2
by Josh C
basic tiles, map, player, movement |
240 |
GameView = View:extend { |
241 |
onNew = function (self) |
|
242 |
self:loadLayers('data/map.lua') |
|
243 |
self.focus = the.player |
|
244 |
self:clampTo(self.map) |
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8
by Josh C
some basic collision (and workarounds) |
245 |
end, |
246 |
onUpdate = function (self) |
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27
by Josh C
hack to not fall through floor on long first tick, monkey patch to turn |
247 |
--print('drawTook: ', the.drawTook) |
8
by Josh C
some basic collision (and workarounds) |
248 |
--print('tick') |
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
249 |
--the.player:collide(self.map) |
8
by Josh C
some basic collision (and workarounds) |
250 |
--self.map:collide(the.player) |
28
by Josh C
fps indicator, maybe a new tile |
251 |
end, |
252 |
draw = function (self, x, y) |
|
253 |
View.draw(self, x, y) |
|
254 |
||
255 |
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20) |
|
256 |
end |
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2
by Josh C
basic tiles, map, player, movement |
257 |
} |
258 |
||
259 |
the.app = App:new { |
|
260 |
onRun = function (self) |
|
261 |
self.view = GameView:new() |
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15
by Josh C
more reliable onGround calc |
262 |
self.console:watch('onGround', 'the.player.onGround') |
16
by Josh C
try to track X collisions. break out Sprite's physics in prep for |
263 |
self.console:watch('onWall', 'the.player.onWall') |
24
by Josh C
profiling and analysis |
264 |
self.console:watch('updateTook', 'the.updateTook') |
265 |
self.console:watch('drawTook', 'the.drawTook') |
|
266 |
||
267 |
--the.profiler = newProfiler('time', 2000) |
|
268 |
--the.profiler = newProfiler() |
|
269 |
--the.profiler:start() |
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2
by Josh C
basic tiles, map, player, movement |
270 |
end, |
271 |
onUpdate = function (self, dt) |
|
24
by Josh C
profiling and analysis |
272 |
if the.keys:justPressed('escape') then |
273 |
if the.profiler then |
|
274 |
the.profiler:stop() |
|
275 |
local outfile = io.open( "profile.txt", "w+" ) |
|
276 |
the.profiler:report( outfile ) |
|
277 |
outfile:close() |
|
278 |
end |
|
279 |
||
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
280 |
self.quit() |
12
by Josh C
only jump when you're on the ground |
281 |
end |
24
by Josh C
profiling and analysis |
282 |
end, |
283 |
update = function (self, dt) |
|
284 |
the.updateStart = love.timer.getMicroTime() |
|
285 |
App.update(self, dt) |
|
286 |
if the.updateStart then |
|
287 |
the.updateTook = love.timer.getMicroTime() - the.updateStart |
|
288 |
end |
|
289 |
end |
|
290 |
} |