6
Player = Animation:extend {
9
7
image = 'data/player.png',
11
stand = { frames = { 1 }, fps = 1 },
12
walk = { frames = { 2, 3 }, fps = 5 },
13
jump = { frames = { 4 }, fps = 1 }
10
15
onNew = function (self)
11
16
self.velocity.y = 0
17
self.maxVelocity.y = 400
13
19
onStartFrame = function (self)
14
20
-- this is all in startframe so it happens before
15
21
-- physics calc at beginning of update
18
-- TODO: this can be replaced with sprite.maxVel.y
19
if self.velocity.y >= TERM_VEL then
20
self.velocity.y = TERM_VEL
21
self.acceleration.y = 0
23
self.acceleration.y = 800
26
if the.keys:pressed('left') then
27
self.velocity.x = -200
28
elseif the.keys:pressed('right') then
32
if the.keys:justPressed('up') then
33
self.velocity.y = -400
36
onUpdate = function (self)
37
-- this is called after physics, so this makes sense here
38
the.view.map:subdisplace(self)
24
self.acceleration.y = 800
26
if the.keys:pressed('left') then
27
self.velocity.x = -200
29
elseif the.keys:pressed('right') then
36
if the.keys:justPressed('up') then
37
self.velocity.y = -400
40
onCollide = function (self, other, xOverlap, yOverlap)
41
-- seriously, why does this even fire?
42
if other == the.view.map then return end
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
42
65
GameView = View:extend {
52
80
self.view = GameView:new()
54
82
onUpdate = function (self, dt)
55
if the.keys:justPressed('escape') 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'