/zoeplat

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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'
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      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 },
22 by Josh C
climbing animation
30
      jump = { frames = { 4 }, fps = 1 },
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      climbLeft = { frames = { 5, 6 }, fps = 5 },
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      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)
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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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                  -- check existence of properties
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50
                  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')
54
                     assert(minVel, 'active sprite has no minVelocity property')
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                     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
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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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63
                  -- 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
68
                     if drag[dir] then
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                        if vel[dir] > 0 then
70
                           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
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
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                  if math.abs(vel[dir] * elapsed) > 32 then
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                     print('skip')
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                     return
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                  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)] -
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                               the.player[util.dim(dir)]
93
                  -- TODO: take map position into account
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                  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)
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                     -- 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
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                           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
}