/zoeplat

To get this branch, use:
bzr branch http://9ix.org/bzr/zoeplat
2 by Josh C
basic tiles, map, player, movement
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STRICT = true
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DEBUG = true
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require 'zoetrope'
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3 by Josh C
jump
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TERM_VEL = 400
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2 by Josh C
basic tiles, map, player, movement
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Player = Tile:extend {
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   image = 'data/player.png',
3 by Josh C
jump
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   onNew = function (self)
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              self.velocity.y = 0
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           end,
4 by Josh C
fix jitter caused by focus shift happening in the wrong order. Looks
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   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
3 by Josh C
jump
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2 by Josh C
basic tiles, map, player, movement
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                 self.velocity.x = 0
4 by Josh C
fix jitter caused by focus shift happening in the wrong order. Looks
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                 -- TODO: this can be replaced with sprite.maxVel.y    
3 by Josh C
jump
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                 if self.velocity.y >= TERM_VEL then
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                    self.velocity.y = TERM_VEL
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                    self.acceleration.y = 0
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                 else
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                    self.acceleration.y = 800
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                 end
2 by Josh C
basic tiles, map, player, movement
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                 if the.keys:pressed('left') then
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                    self.velocity.x = -200
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                 elseif the.keys:pressed('right') then
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                    self.velocity.x = 200
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                 end
3 by Josh C
jump
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                 if the.keys:justPressed('up') then
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                    self.velocity.y = -400
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                 end
4 by Josh C
fix jitter caused by focus shift happening in the wrong order. Looks
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              end,
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   onUpdate = function (self)
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                 -- this is called after physics, so this makes sense here
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                 the.view.map:subdisplace(self)
2 by Josh C
basic tiles, map, player, movement
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              end
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}
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GameView = View:extend {
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   onNew = function (self)
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              self:loadLayers('data/map.lua')
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              self.focus = the.player
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              self:clampTo(self.map)
4 by Josh C
fix jitter caused by focus shift happening in the wrong order. Looks
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           end
2 by Josh C
basic tiles, map, player, movement
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}
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the.app = App:new {
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   onRun = function (self)
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              self.view = GameView:new()
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('escape') then
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                    love.event.quit()
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                 end
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              end
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}