bzr branch
http://9ix.org/bzr/zoeplat
2
by Josh C
basic tiles, map, player, movement |
1 |
STRICT = true |
2 |
DEBUG = true |
|
29
by Josh C
record/playback system (doesn't really work) |
3 |
RECORD = true |
4 |
PLAYBACK = false |
|
2
by Josh C
basic tiles, map, player, movement |
5 |
|
6 |
require 'zoetrope' |
|
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
7 |
__ = require 'underscore' |
12
by Josh C
only jump when you're on the ground |
8 |
--inspect = require 'inspect' |
24
by Josh C
profiling and analysis |
9 |
require 'pepperprof' |
2
by Josh C
basic tiles, map, player, movement |
10 |
|
26
by Josh C
don't go off the edge |
11 |
util = { |
12 |
dim = function(dir) |
|
13 |
if dir == 'x' then |
|
14 |
return 'width' |
|
15 |
elseif dir == 'y' then |
|
16 |
return 'height' |
|
17 |
else |
|
29
by Josh C
record/playback system (doesn't really work) |
18 |
if STRICT then error('dir '..dir) end |
26
by Josh C
don't go off the edge |
19 |
end |
20 |
end |
|
21 |
} |
|
22 |
||
10
by Josh C
make player an animation |
23 |
Player = Animation:extend { |
2
by Josh C
basic tiles, map, player, movement |
24 |
image = 'data/player.png', |
10
by Josh C
make player an animation |
25 |
height = 32, |
26 |
width = 32, |
|
27 |
sequences = { |
|
28 |
stand = { frames = { 1 }, fps = 1 }, |
|
29 |
walk = { frames = { 2, 3 }, fps = 5 }, |
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22
by Josh C
climbing animation |
30 |
jump = { frames = { 4 }, fps = 1 }, |
31 |
climbLeft = { frames = { 5, 6 }, fps = 5 }, |
|
32 |
climbRight = { frames = { 7, 8 }, fps = 5 } |
|
10
by Josh C
make player an animation |
33 |
}, |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
34 |
collisions = {}, |
35 |
onWall = false, |
|
23
by Josh C
wall jump |
36 |
leftWallAt = 0, |
3
by Josh C
jump |
37 |
onNew = function (self) |
38 |
self.velocity.y = 0 |
|
5
by Josh C
use built-in maxVelocity system |
39 |
self.maxVelocity.y = 400 |
3
by Josh C
jump |
40 |
end, |
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
41 |
doPhysics = function (self, dir, elapsed) |
42 |
local vel = self.velocity |
|
43 |
local acc = self.acceleration |
|
44 |
local drag = self.drag |
|
45 |
local minVel = self.minVelocity |
|
46 |
local maxVel = self.maxVelocity |
|
47 |
||
48 |
-- check existence of properties |
|
49 |
||
50 |
if STRICT then |
|
51 |
assert(vel, 'active sprite has no velocity property') |
|
52 |
assert(acc, 'active sprite has no acceleration property') |
|
53 |
assert(drag, 'active sprite has no drag property') |
|
54 |
assert(minVel, 'active sprite has no minVelocity property') |
|
55 |
assert(maxVel, 'active sprite has no maxVelocity property') |
|
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
56 |
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 |
57 |
end |
58 |
||
59 |
vel.x = vel.x or 0 |
|
60 |
vel.y = vel.y or 0 |
|
61 |
vel.rotation = vel.rotation or 0 |
|
62 |
||
63 |
-- physics |
|
64 |
||
65 |
if acc[dir] and acc[dir] ~= 0 then |
|
66 |
vel[dir] = vel[dir] + acc[dir] * elapsed |
|
67 |
else |
|
68 |
if drag[dir] then |
|
69 |
if vel[dir] > 0 then |
|
70 |
vel[dir] = vel[dir] - drag[dir] * elapsed |
|
71 |
if vel[dir] < 0 then vel[dir] = 0 end |
|
72 |
elseif vel[dir] < 0 then |
|
73 |
vel[dir] = vel[dir] + drag[dir] * elapsed |
|
74 |
if vel[dir] > 0 then vel[dir] = 0 end |
|
75 |
end |
|
76 |
end |
|
77 |
end |
|
78 |
||
79 |
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end |
|
80 |
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end |
|
81 |
||
27
by Josh C
hack to not fall through floor on long first tick, monkey patch to turn |
82 |
-- ugly hack for falling through floor on really slow frames |
83 |
if math.abs(vel[dir] * elapsed) > 32 then |
|
84 |
print('skip') |
|
85 |
return |
|
86 |
end |
|
87 |
||
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
88 |
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end |
26
by Josh C
don't go off the edge |
89 |
|
90 |
if self[dir] < 0 then self[dir] = 0 end |
|
91 |
local edge = the.view.map[util.dim(dir)] - |
|
92 |
the.player[util.dim(dir)] |
|
93 |
-- TODO: take map position into account |
|
94 |
if self[dir] > edge then self[dir] = edge end |
|
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
95 |
end, |
4
by Josh C
fix jitter caused by focus shift happening in the wrong order. Looks |
96 |
onStartFrame = function (self) |
97 |
-- this is all in startframe so it happens before |
|
98 |
-- physics calc at beginning of update |
|
3
by Josh C
jump |
99 |
|
12
by Josh C
only jump when you're on the ground |
100 |
-- jumping/falling updates could go in EndFrame... |
101 |
self.falling = self.velocity.y > 0 |
|
102 |
if self.falling then self.jumping = false end |
|
103 |
--print(self.jumping, self.falling) |
|
104 |
||
19
by Josh C
climb walls |
105 |
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 |
106 |
self:play('jump') |
107 |
end |
|
108 |
||
6
by Josh C
whitespace cleanup |
109 |
self.acceleration.y = 800 |
110 |
||
19
by Josh C
climb walls |
111 |
if self.onWall then |
112 |
self.acceleration.y = 0 |
|
113 |
||
22
by Josh C
climbing animation |
114 |
if self.onWall == 'right' then |
115 |
self:play('climbRight') |
|
116 |
elseif self.onWall == 'left' then |
|
117 |
self:play('climbLeft') |
|
118 |
end |
|
119 |
||
19
by Josh C
climb walls |
120 |
if the.keys:pressed('up') then |
121 |
self.velocity.y = -200 |
|
122 |
elseif the.keys:pressed('down') then |
|
123 |
self.velocity.y = 200 |
|
124 |
else |
|
125 |
self.velocity.y = 0 |
|
22
by Josh C
climbing animation |
126 |
self:freeze(self.sequences[self.currentName].frames[1]) |
19
by Josh C
climb walls |
127 |
end |
128 |
end |
|
129 |
||
6
by Josh C
whitespace cleanup |
130 |
if the.keys:pressed('left') then |
131 |
self.velocity.x = -200 |
|
15
by Josh C
more reliable onGround calc |
132 |
if self.onGround then self:play('walk') end |
23
by Josh C
wall jump |
133 |
if self.onWall == 'right' then |
134 |
self.onWall = false |
|
135 |
self.leftWallAt = love.timer.getTime() |
|
136 |
end |
|
6
by Josh C
whitespace cleanup |
137 |
elseif the.keys:pressed('right') then |
138 |
self.velocity.x = 200 |
|
15
by Josh C
more reliable onGround calc |
139 |
if self.onGround then self:play('walk') end |
23
by Josh C
wall jump |
140 |
if self.onWall == 'left' then |
141 |
self.onWall = false |
|
142 |
self.leftWallAt = love.timer.getTime() |
|
143 |
end |
|
10
by Josh C
make player an animation |
144 |
else |
21
by Josh C
really easy version of knowing when we reached the top of a wall. |
145 |
if not self.onWall then |
22
by Josh C
climbing animation |
146 |
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. |
147 |
self.velocity.x = 0 |
148 |
end |
|
6
by Josh C
whitespace cleanup |
149 |
end |
150 |
||
23
by Josh C
wall jump |
151 |
if the.keys:justPressed('up') and |
25
by Josh C
build more level |
152 |
(self.onGround or the.console.visible or |
23
by Josh C
wall jump |
153 |
(love.timer.getTime() - self.leftWallAt < .1) ) then |
6
by Josh C
whitespace cleanup |
154 |
self.velocity.y = -400 |
12
by Josh C
only jump when you're on the ground |
155 |
self.jumping = true |
6
by Josh C
whitespace cleanup |
156 |
end |
157 |
end, |
|
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
158 |
update = function (self, elapsed) |
159 |
-- NOTE: this is an override, not a callback |
|
160 |
||
161 |
self:doPhysics('x', elapsed) |
|
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
162 |
self:collide(the.view.map) |
163 |
||
164 |
-- handle X collisions |
|
21
by Josh C
really easy version of knowing when we reached the top of a wall. |
165 |
self.onWall = false |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
166 |
for _, col in ipairs(self.collisions) do |
167 |
col.other:displaceDir(self, 'x') |
|
168 |
if self.velocity.x > 0 then |
|
169 |
self.onWall = 'right' |
|
170 |
elseif self.velocity.x < 0 then |
|
171 |
self.onWall = 'left' |
|
172 |
else |
|
173 |
print 'x ??' |
|
174 |
end |
|
175 |
end |
|
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
176 |
|
177 |
self.onGround = false -- right before Y collision callbacks |
|
178 |
self:doPhysics('y', elapsed) |
|
179 |
self:collide(the.view.map) |
|
18
by Josh C
call Animation.update so we actually get animations |
180 |
|
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
181 |
-- handle Y collisions |
182 |
for _, col in ipairs(self.collisions) do |
|
183 |
if self.velocity.y > 0 then |
|
184 |
self.onGround = true |
|
185 |
end |
|
186 |
||
187 |
col.other:displaceDir(self, 'y') |
|
188 |
self.velocity.y = 0 |
|
189 |
self.jumping = false |
|
190 |
end |
|
191 |
||
18
by Josh C
call Animation.update so we actually get animations |
192 |
Animation.update(self, elapsed) |
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
193 |
end, |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
194 |
collide = function (self, ...) |
195 |
self.collisions = {} |
|
196 |
Animation.collide(self, ...) |
|
197 |
-- I could return a true/false value here if I wanted to... |
|
198 |
end, |
|
8
by Josh C
some basic collision (and workarounds) |
199 |
onCollide = function (self, other, xOverlap, yOverlap) |
200 |
if other == the.view.map then return end |
|
201 |
||
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
202 |
table.insert(self.collisions, {other = other, |
203 |
xOverlap = xOverlap, |
|
204 |
yOverlap = yOverlap }) |
|
205 |
end |
|
2
by Josh C
basic tiles, map, player, movement |
206 |
} |
207 |
||
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
208 |
-- displace on a specific axis (monkey patch Sprite) |
209 |
function Sprite:displaceDir(other, dir) |
|
210 |
if not self.solid or self == other or not other.solid then return end |
|
211 |
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end |
|
212 |
||
213 |
if other.sprites then |
|
214 |
-- handle groups |
|
215 |
||
216 |
for _, spr in pairs(other.sprites) do |
|
217 |
self:displace(spr, dir) |
|
218 |
end |
|
219 |
else |
|
220 |
-- handle sprites |
|
26
by Josh C
don't go off the edge |
221 |
local dim = util.dim(dir) |
20
by Josh C
fairly major overhaul of collision handling to track whether we're on a |
222 |
|
223 |
local negMove = (other[dir] - self[dir]) + other[dim] |
|
224 |
local posMove = (self[dir] + self[dim]) - other[dir] |
|
225 |
||
226 |
-- TODO: re-add hinting? |
|
227 |
if negMove < posMove then |
|
228 |
chg = - negMove |
|
229 |
else |
|
230 |
chg = posMove |
|
231 |
end |
|
232 |
end |
|
233 |
||
234 |
other[dir] = other[dir] + chg |
|
235 |
end |
|
236 |
||
27
by Josh C
hack to not fall through floor on long first tick, monkey patch to turn |
237 |
-- don't use zoetrope physics |
238 |
function Sprite:update (elapsed) |
|
239 |
if self.onUpdate then self:onUpdate(elapsed) end |
|
240 |
end |
|
241 |
||
2
by Josh C
basic tiles, map, player, movement |
242 |
GameView = View:extend { |
243 |
onNew = function (self) |
|
244 |
self:loadLayers('data/map.lua') |
|
245 |
self.focus = the.player |
|
246 |
self:clampTo(self.map) |
|
29
by Josh C
record/playback system (doesn't really work) |
247 |
|
248 |
the.recorder = Recorder:new{mousePosInterval = 9999} |
|
249 |
the.app.meta:add(the.recorder) |
|
250 |
if RECORD then |
|
251 |
the.recorder:startRecording() |
|
252 |
elseif PLAYBACK then |
|
253 |
local storage = Storage:new{filename = 'record.lua'} |
|
254 |
storage:load() |
|
255 |
--print(inspect(storage.data)) |
|
256 |
the.recorder.record = storage.data |
|
257 |
the.recorder:startPlaying() |
|
258 |
end |
|
8
by Josh C
some basic collision (and workarounds) |
259 |
end, |
260 |
onUpdate = function (self) |
|
27
by Josh C
hack to not fall through floor on long first tick, monkey patch to turn |
261 |
--print('drawTook: ', the.drawTook) |
8
by Josh C
some basic collision (and workarounds) |
262 |
--print('tick') |
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
263 |
--the.player:collide(self.map) |
8
by Josh C
some basic collision (and workarounds) |
264 |
--self.map:collide(the.player) |
28
by Josh C
fps indicator, maybe a new tile |
265 |
end, |
29
by Josh C
record/playback system (doesn't really work) |
266 |
-- draw = function (self, x, y) |
267 |
-- View.draw(self, x, y) |
|
28
by Josh C
fps indicator, maybe a new tile |
268 |
|
29
by Josh C
record/playback system (doesn't really work) |
269 |
-- love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20) |
270 |
-- end |
|
2
by Josh C
basic tiles, map, player, movement |
271 |
} |
272 |
||
273 |
the.app = App:new { |
|
274 |
onRun = function (self) |
|
275 |
self.view = GameView:new() |
|
15
by Josh C
more reliable onGround calc |
276 |
self.console:watch('onGround', 'the.player.onGround') |
16
by Josh C
try to track X collisions. break out Sprite's physics in prep for |
277 |
self.console:watch('onWall', 'the.player.onWall') |
24
by Josh C
profiling and analysis |
278 |
self.console:watch('updateTook', 'the.updateTook') |
279 |
self.console:watch('drawTook', 'the.drawTook') |
|
29
by Josh C
record/playback system (doesn't really work) |
280 |
self.console:watch('recorder state', 'the.recorder.state') |
24
by Josh C
profiling and analysis |
281 |
|
282 |
--the.profiler = newProfiler('time', 2000) |
|
283 |
--the.profiler = newProfiler() |
|
284 |
--the.profiler:start() |
|
2
by Josh C
basic tiles, map, player, movement |
285 |
end, |
286 |
onUpdate = function (self, dt) |
|
24
by Josh C
profiling and analysis |
287 |
if the.keys:justPressed('escape') then |
288 |
if the.profiler then |
|
289 |
the.profiler:stop() |
|
290 |
local outfile = io.open( "profile.txt", "w+" ) |
|
291 |
the.profiler:report( outfile ) |
|
292 |
outfile:close() |
|
293 |
end |
|
294 |
||
29
by Josh C
record/playback system (doesn't really work) |
295 |
if RECORD then |
296 |
if not love.filesystem.remove('record.lua') then |
|
297 |
error('could not remove record.lua') |
|
298 |
end |
|
299 |
local storage = Storage:new{ |
|
300 |
data = the.recorder.record, |
|
301 |
filename = 'record.lua' |
|
302 |
} |
|
303 |
storage:save(false) |
|
304 |
--print(inspect(the.recorder.record)) |
|
305 |
end |
|
306 |
||
17
by Josh C
reorganize code - separate X and Y physics so we can collide in each |
307 |
self.quit() |
12
by Josh C
only jump when you're on the ground |
308 |
end |
24
by Josh C
profiling and analysis |
309 |
end, |
310 |
update = function (self, dt) |
|
311 |
the.updateStart = love.timer.getMicroTime() |
|
312 |
App.update(self, dt) |
|
313 |
if the.updateStart then |
|
314 |
the.updateTook = love.timer.getMicroTime() - the.updateStart |
|
315 |
end |
|
316 |
end |
|
317 |
} |