18
16
self.velocity.y = 0
19
17
self.maxVelocity.y = 400
21
doPhysics = function (self, dir, elapsed)
22
local vel = self.velocity
23
local acc = self.acceleration
24
local drag = self.drag
25
local minVel = self.minVelocity
26
local maxVel = self.maxVelocity
28
-- check existence of properties
31
assert(vel, 'active sprite has no velocity property')
32
assert(acc, 'active sprite has no acceleration property')
33
assert(drag, 'active sprite has no drag property')
34
assert(minVel, 'active sprite has no minVelocity property')
35
assert(maxVel, 'active sprite has no maxVelocity property')
36
assert(_.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
41
vel.rotation = vel.rotation or 0
45
if acc[dir] and acc[dir] ~= 0 then
46
vel[dir] = vel[dir] + acc[dir] * elapsed
50
vel[dir] = vel[dir] - drag[dir] * elapsed
51
if vel[dir] < 0 then vel[dir] = 0 end
52
elseif vel[dir] < 0 then
53
vel[dir] = vel[dir] + drag[dir] * elapsed
54
if vel[dir] > 0 then vel[dir] = 0 end
59
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
60
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
62
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
64
19
onStartFrame = function (self)
65
20
-- this is all in startframe so it happens before
66
21
-- physics calc at beginning of update
68
-- jumping/falling updates could go in EndFrame...
69
self.falling = self.velocity.y > 0
70
if self.falling then self.jumping = false end
71
--print(self.jumping, self.falling)
73
if not self.onGround then
77
23
self.velocity.x = 0
78
24
self.acceleration.y = 800
80
26
if the.keys:pressed('left') then
81
27
self.velocity.x = -200
82
if self.onGround then self:play('walk') end
83
29
elseif the.keys:pressed('right') then
84
30
self.velocity.x = 200
85
if self.onGround then self:play('walk') end
87
if self.onGround then self:play('stand') end
90
if the.keys:justPressed('up') and self.onGround then
36
if the.keys:justPressed('up') then
91
37
self.velocity.y = -400
95
update = function (self, elapsed)
96
-- NOTE: this is an override, not a callback
98
self:doPhysics('x', elapsed)
100
self.onGround = false -- right before Y collision callbacks
101
self:doPhysics('y', elapsed)
103
self:collide(the.view.map)
105
40
onCollide = function (self, other, xOverlap, yOverlap)
106
41
-- seriously, why does this even fire?
107
42
if other == the.view.map then return end
112
47
-- assumption: any other collision is with a solid map tile
113
48
if yOverlap > xOverlap then
114
49
other:displace(self)
116
if self.velocity.x > 0 then
117
self.onWall = 'right'
118
elseif self.velocity.x < 0 then
123
50
elseif xOverlap > yOverlap then
124
51
-- check if we've moved since collisions were generated
125
52
local xov, yov = self:overlap(other.x, other.y,
126
53
other.width, other.height)
127
54
if xov ~= 0 and yov ~= 0 then
128
--print('y collision')
129
if self.velocity.y > 0 then
133
55
self.velocity.y = 0
134
56
other:displace(self)
144
65
GameView = View:extend {
157
78
the.app = App:new {
158
79
onRun = function (self)
159
80
self.view = GameView:new()
160
--print(inspect(_(the.app):keys()))
161
self.console:watch('onGround', 'the.player.onGround')
162
self.console:watch('onWall', 'the.player.onWall')
164
82
onUpdate = function (self, dt)
165
if the.keys:justPressed('escape') and
166
not self.console.visible then
83
-- apparently I can do this w/ C-A-q if DEBUG is on
84
-- if the.keys:justPressed('escape') then
b'\\ No newline at end of file'