28
11
stand = { frames = { 1 }, fps = 1 },
29
12
walk = { frames = { 2, 3 }, fps = 5 },
30
jump = { frames = { 4 }, fps = 1 },
31
climbLeft = { frames = { 5, 6 }, fps = 5 },
32
climbRight = { frames = { 7, 8 }, fps = 5 }
13
jump = { frames = { 4 }, fps = 1 }
37
15
onNew = function (self)
38
16
self.velocity.y = 0
39
17
self.maxVelocity.y = 400
41
doPhysics = function (self, dir, elapsed)
42
local vel = self.velocity
43
local acc = self.acceleration
44
local drag = self.drag
45
local minVel = self.minVelocity
46
local maxVel = self.maxVelocity
48
-- check existence of properties
51
assert(vel, 'active sprite has no velocity property')
52
assert(acc, 'active sprite has no acceleration property')
53
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')
56
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
61
vel.rotation = vel.rotation or 0
65
if acc[dir] and acc[dir] ~= 0 then
66
vel[dir] = vel[dir] + acc[dir] * elapsed
70
vel[dir] = vel[dir] - drag[dir] * elapsed
71
if vel[dir] < 0 then vel[dir] = 0 end
72
elseif vel[dir] < 0 then
73
vel[dir] = vel[dir] + drag[dir] * elapsed
74
if vel[dir] > 0 then vel[dir] = 0 end
79
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
80
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
82
-- ugly hack for falling through floor on really slow frames
83
if math.abs(vel[dir] * elapsed) > 32 then
88
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
90
if self[dir] < 0 then self[dir] = 0 end
91
local edge = the.view.map[util.dim(dir)] -
92
the.player[util.dim(dir)]
93
-- TODO: take map position into account
94
if self[dir] > edge then self[dir] = edge end
96
19
onStartFrame = function (self)
97
20
-- this is all in startframe so it happens before
98
21
-- physics calc at beginning of update
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)
105
if (not self.onGround) and (not self.onWall) then
109
24
self.acceleration.y = 800
112
self.acceleration.y = 0
114
if self.onWall == 'right' then
115
self:play('climbRight')
116
elseif self.onWall == 'left' then
117
self:play('climbLeft')
120
if the.keys:pressed('up') then
121
self.velocity.y = -200
122
elseif the.keys:pressed('down') then
123
self.velocity.y = 200
126
self:freeze(self.sequences[self.currentName].frames[1])
130
26
if the.keys:pressed('left') then
131
27
self.velocity.x = -200
132
if self.onGround then self:play('walk') end
133
if self.onWall == 'right' then
135
self.leftWallAt = love.timer.getTime()
137
29
elseif the.keys:pressed('right') then
138
30
self.velocity.x = 200
139
if self.onGround then self:play('walk') end
140
if self.onWall == 'left' then
142
self.leftWallAt = love.timer.getTime()
145
if not self.onWall then
146
if self.onGround then self:play('stand') end
151
if the.keys:justPressed('up') and
152
(self.onGround or the.console.visible or
153
(love.timer.getTime() - self.leftWallAt < .1) ) then
36
if the.keys:justPressed('up') then
154
37
self.velocity.y = -400
158
update = function (self, elapsed)
159
-- NOTE: this is an override, not a callback
161
self:doPhysics('x', elapsed)
162
self:collide(the.view.map)
164
-- handle X collisions
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
177
self.onGround = false -- right before Y collision callbacks
178
self:doPhysics('y', elapsed)
179
self:collide(the.view.map)
181
-- handle Y collisions
182
for _, col in ipairs(self.collisions) do
183
if self.velocity.y > 0 then
187
col.other:displaceDir(self, 'y')
192
Animation.update(self, elapsed)
194
collide = function (self, ...)
196
Animation.collide(self, ...)
197
-- I could return a true/false value here if I wanted to...
199
40
onCollide = function (self, other, xOverlap, yOverlap)
41
-- seriously, why does this even fire?
200
42
if other == the.view.map then return end
202
table.insert(self.collisions, {other = other,
204
yOverlap = yOverlap })
44
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
45
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
47
-- assumption: any other collision is with a solid map tile
48
if yOverlap > xOverlap then
50
elseif xOverlap > yOverlap then
51
-- check if we've moved since collisions were generated
52
local xov, yov = self:overlap(other.x, other.y,
53
other.width, other.height)
54
if xov ~= 0 and yov ~= 0 then
208
function Sprite:displaceDir(other, dir)
209
if not self.solid or self == other or not other.solid then return end
210
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
212
if other.sprites then
215
for _, spr in pairs(other.sprites) do
216
self:displace(spr, dir)
220
local dim = util.dim(dir)
222
local negMove = (other[dir] - self[dir]) + other[dim]
223
local posMove = (self[dir] + self[dim]) - other[dir]
225
-- TODO: re-add hinting?
226
if negMove < posMove then
233
other[dir] = other[dir] + chg
236
function Sprite:update (elapsed)
237
if self.onUpdate then self:onUpdate(elapsed) end
240
65
GameView = View:extend {
241
66
onNew = function (self)
242
67
self:loadLayers('data/map.lua')
243
68
self.focus = the.player
244
69
self:clampTo(self.map)
246
the.recorder = Recorder:new{mousePosInterval = 9999}
247
the.app.meta:add(the.recorder)
249
the.recorder:startRecording()
251
local storage = Storage:new{filename = 'record.lua'}
253
--print(inspect(storage.data))
254
the.recorder.record = storage.data
255
the.recorder:startPlaying()
258
71
onUpdate = function (self)
259
--print('drawTook: ', the.drawTook)
261
--the.player:collide(self.map)
73
the.player:collide(self.map)
262
74
--self.map:collide(the.player)
264
-- draw = function (self, x, y)
265
-- View.draw(self, x, y)
267
-- love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
271
78
the.app = App:new {
272
79
onRun = function (self)
273
80
self.view = GameView:new()
274
self.console:watch('onGround', 'the.player.onGround')
275
self.console:watch('onWall', 'the.player.onWall')
276
self.console:watch('updateTook', 'the.updateTook')
277
self.console:watch('drawTook', 'the.drawTook')
278
self.console:watch('recorder state', 'the.recorder.state')
280
--the.profiler = newProfiler('time', 2000)
281
--the.profiler = newProfiler()
282
--the.profiler:start()
284
82
onUpdate = function (self, dt)
285
if the.keys:justPressed('escape') then
288
local outfile = io.open( "profile.txt", "w+" )
289
the.profiler:report( outfile )
294
if not love.filesystem.remove('record.lua') then
295
error('could not remove record.lua')
297
local storage = Storage:new{
298
data = the.recorder.record,
299
filename = 'record.lua'
302
--print(inspect(the.recorder.record))
308
update = function (self, dt)
309
the.updateStart = love.timer.getMicroTime()
311
if the.updateStart then
312
the.updateTook = love.timer.getMicroTime() - the.updateStart
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'