/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'
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 },
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
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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
47
48
                  -- check existence of properties
49
50
                  if STRICT then
51
                     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')
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
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                  vel.x = vel.x or 0
60
                  vel.y = vel.y or 0
61
                  vel.rotation = vel.rotation or 0
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63
                  -- physics
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65
                  if acc[dir] and acc[dir] ~= 0 then
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                     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
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                        elseif vel[dir] < 0 then
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                           vel[dir] = vel[dir] + drag[dir] * elapsed
74
                           if vel[dir] > 0 then vel[dir] = 0 end
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                        end
76
                     end
77
                  end
78
79
                  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
83
                  if math.abs(vel[dir] * elapsed) > 32 then
84
                     print('skip')
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                     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)] -
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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)
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
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                     --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
30 by Josh C
playing with text (disabled)
192
               -- text blob
193
               if not self.text then
194
                  self.text = Text:new{wordWrap = true, width = 50, tint = {0,0,0}}
195
                  self.textfill = Fill:new{width = 54, border = {0,0,255}}
196
                  --the.view:add(self.textfill)
197
                  --the.view:add(self.text)
198
               end
199
               self.text.text = "Blah blah big text etc etc wrapping"
200
               self.text:centerAround(self.x+16, self.y+16, 'horizontal')
201
               _, texth = self.text:getSize()
202
               self.text.y = self.y - texth - 4
203
               self.textfill.x = self.text.x - 2
204
               self.textfill.y = self.text.y - 2
205
               self.textfill.height = texth + 4
206
18 by Josh C
call Animation.update so we actually get animations
207
               Animation.update(self, elapsed)
17 by Josh C
reorganize code - separate X and Y physics so we can collide in each
208
            end,
20 by Josh C
fairly major overhaul of collision handling to track whether we're on a
209
   collide = function (self, ...)
210
                self.collisions = {}
211
                Animation.collide(self, ...)
212
                -- I could return a true/false value here if I wanted to...
213
             end,
8 by Josh C
some basic collision (and workarounds)
214
   onCollide = function (self, other, xOverlap, yOverlap)
215
                  if other == the.view.map then return end
216
20 by Josh C
fairly major overhaul of collision handling to track whether we're on a
217
                  table.insert(self.collisions, {other = other,
218
                                                 xOverlap = xOverlap,
219
                                                 yOverlap = yOverlap })
220
               end
2 by Josh C
basic tiles, map, player, movement
221
}
222
20 by Josh C
fairly major overhaul of collision handling to track whether we're on a
223
-- displace on a specific axis (monkey patch Sprite)
224
function Sprite:displaceDir(other, dir)
225
   if not self.solid or self == other or not other.solid then return end
226
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
227
228
   if other.sprites then
229
      -- handle groups
230
231
      for _, spr in pairs(other.sprites) do
232
         self:displace(spr, dir)
233
      end
234
   else
235
      -- handle sprites
26 by Josh C
don't go off the edge
236
      local dim = util.dim(dir)
20 by Josh C
fairly major overhaul of collision handling to track whether we're on a
237
238
      local negMove = (other[dir] - self[dir]) + other[dim]
239
      local posMove = (self[dir] + self[dim]) - other[dir]
240
241
      -- TODO: re-add hinting?
242
      if negMove < posMove then
243
         chg = - negMove
244
      else
245
         chg = posMove
246
      end
247
   end
248
249
   other[dir] = other[dir] + chg
250
end
251
27 by Josh C
hack to not fall through floor on long first tick, monkey patch to turn
252
-- don't use zoetrope physics
253
function Sprite:update (elapsed)
254
   if self.onUpdate then self:onUpdate(elapsed) end
255
end
256
2 by Josh C
basic tiles, map, player, movement
257
GameView = View:extend {
258
   onNew = function (self)
259
              self:loadLayers('data/map.lua')
260
              self.focus = the.player
261
              self:clampTo(self.map)
29 by Josh C
record/playback system (doesn't really work)
262
263
              the.recorder = Recorder:new{mousePosInterval = 9999}
264
              the.app.meta:add(the.recorder)
265
              if RECORD then
266
                 the.recorder:startRecording()
267
              elseif PLAYBACK then
268
                 local storage = Storage:new{filename = 'record.lua'}
269
                 storage:load()
270
                 --print(inspect(storage.data))
271
                 the.recorder.record = storage.data
272
                 the.recorder:startPlaying()
273
              end
8 by Josh C
some basic collision (and workarounds)
274
           end,
275
   onUpdate = function (self)
27 by Josh C
hack to not fall through floor on long first tick, monkey patch to turn
276
                 --print('drawTook: ', the.drawTook)
8 by Josh C
some basic collision (and workarounds)
277
                 --print('tick')
17 by Josh C
reorganize code - separate X and Y physics so we can collide in each
278
                 --the.player:collide(self.map)
8 by Josh C
some basic collision (and workarounds)
279
                 --self.map:collide(the.player)
28 by Josh C
fps indicator, maybe a new tile
280
              end,
29 by Josh C
record/playback system (doesn't really work)
281
   -- draw = function (self, x, y)
282
   --           View.draw(self, x, y)
28 by Josh C
fps indicator, maybe a new tile
283
29 by Josh C
record/playback system (doesn't really work)
284
   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
285
   --        end
2 by Josh C
basic tiles, map, player, movement
286
}
287
288
the.app = App:new {
289
   onRun = function (self)
290
              self.view = GameView:new()
15 by Josh C
more reliable onGround calc
291
              self.console:watch('onGround', 'the.player.onGround')
16 by Josh C
try to track X collisions. break out Sprite's physics in prep for
292
              self.console:watch('onWall', 'the.player.onWall')
24 by Josh C
profiling and analysis
293
              self.console:watch('updateTook', 'the.updateTook')
294
              self.console:watch('drawTook', 'the.drawTook')
29 by Josh C
record/playback system (doesn't really work)
295
              self.console:watch('recorder state', 'the.recorder.state')
24 by Josh C
profiling and analysis
296
297
              --the.profiler = newProfiler('time', 2000)
298
              --the.profiler = newProfiler()
299
              --the.profiler:start()
2 by Josh C
basic tiles, map, player, movement
300
           end,
301
   onUpdate = function (self, dt)
24 by Josh C
profiling and analysis
302
                 if the.keys:justPressed('escape') then
303
                    if the.profiler then
304
                       the.profiler:stop()
305
                       local outfile = io.open( "profile.txt", "w+" )
306
                       the.profiler:report( outfile )
307
                       outfile:close()
308
                    end
309
29 by Josh C
record/playback system (doesn't really work)
310
                    if RECORD then
311
                       if not love.filesystem.remove('record.lua') then
312
                          error('could not remove record.lua')
313
                       end
314
                       local storage = Storage:new{
315
                          data = the.recorder.record,
316
                          filename = 'record.lua'
317
                       }
318
                       storage:save(false)
319
                       --print(inspect(the.recorder.record))
320
                    end
321
17 by Josh C
reorganize code - separate X and Y physics so we can collide in each
322
                    self.quit()
12 by Josh C
only jump when you're on the ground
323
                 end
24 by Josh C
profiling and analysis
324
              end,
325
   update = function (self, dt)
326
               the.updateStart = love.timer.getMicroTime()
327
               App.update(self, dt)
328
               if the.updateStart then
329
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
330
               end
331
            end
332
}