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
Animation.update(self, elapsed)
107
40
onCollide = function (self, other, xOverlap, yOverlap)
108
41
-- seriously, why does this even fire?
109
42
if other == the.view.map then return end
114
47
-- assumption: any other collision is with a solid map tile
115
48
if yOverlap > xOverlap then
116
49
other:displace(self)
118
if self.velocity.x > 0 then
119
self.onWall = 'right'
120
elseif self.velocity.x < 0 then
125
50
elseif xOverlap > yOverlap then
126
51
-- check if we've moved since collisions were generated
127
52
local xov, yov = self:overlap(other.x, other.y,
128
53
other.width, other.height)
129
54
if xov ~= 0 and yov ~= 0 then
130
--print('y collision')
131
if self.velocity.y > 0 then
135
55
self.velocity.y = 0
136
56
other:displace(self)
146
65
GameView = View:extend {
159
78
the.app = App:new {
160
79
onRun = function (self)
161
80
self.view = GameView:new()
162
--print(inspect(_(the.app):keys()))
163
self.console:watch('onGround', 'the.player.onGround')
164
self.console:watch('onWall', 'the.player.onWall')
166
82
onUpdate = function (self, dt)
167
if the.keys:justPressed('escape') and
168
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'