/zoeplat

To get this branch, use:
bzr branch http://9ix.org/bzr/zoeplat

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-03-09 04:06:46 UTC
  • Revision ID: josh@9ix.org-20130309040646-2hvgxi5b87baez5g
make player an animation

Show diffs side-by-side

added added

removed removed

Lines of Context:
3
3
 
4
4
require 'zoetrope'
5
5
 
6
 
Player = Tile:extend {
 
6
Player = Animation:extend {
7
7
   image = 'data/player.png',
 
8
   height = 32,
 
9
   width = 32,
 
10
   sequences = {
 
11
      stand = { frames = { 1 }, fps = 1 },
 
12
      walk = { frames = { 2, 3 }, fps = 5 },
 
13
      jump = { frames = { 4 }, fps = 1 }
 
14
   },
8
15
   onNew = function (self)
9
16
              self.velocity.y = 0
10
17
              self.maxVelocity.y = 400
18
25
 
19
26
                     if the.keys:pressed('left') then
20
27
                        self.velocity.x = -200
 
28
                        self:play('walk')
21
29
                     elseif the.keys:pressed('right') then
22
30
                        self.velocity.x = 200
 
31
                        self:play('walk')
 
32
                     else
 
33
                        self:play('stand')
23
34
                     end
24
35
 
25
36
                     if the.keys:justPressed('up') then
26
37
                        self.velocity.y = -400
27
38
                     end
28
39
                  end,
29
 
   onUpdate = function (self)
30
 
                 -- this is called after physics, so this makes sense here
31
 
                 the.view.map:subdisplace(self)
32
 
              end
 
40
   onCollide = function (self, other, xOverlap, yOverlap)
 
41
                  -- seriously, why does this even fire?
 
42
                  if other == the.view.map then return end
 
43
 
 
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)
 
46
 
 
47
                  -- assumption: any other collision is with a solid map tile
 
48
                  if yOverlap > xOverlap then
 
49
                     other:displace(self)
 
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
 
55
                        self.velocity.y = 0
 
56
                        other:displace(self)
 
57
                     end
 
58
                  else
 
59
                     print('??')
 
60
                  end
 
61
 
 
62
               end
33
63
}
34
64
 
35
65
GameView = View:extend {
37
67
              self:loadLayers('data/map.lua')
38
68
              self.focus = the.player
39
69
              self:clampTo(self.map)
40
 
           end
 
70
           end,
 
71
   onUpdate = function (self)
 
72
                 --print('tick')
 
73
                 the.player:collide(self.map)
 
74
                 --self.map:collide(the.player)
 
75
              end
41
76
}
42
77
 
43
78
the.app = App:new {
45
80
              self.view = GameView:new()
46
81
           end,
47
82
   onUpdate = function (self, dt)
48
 
                 if the.keys:justPressed('escape') then
49
 
                    love.event.quit()
50
 
                 end
 
83
                 -- apparently I can do this w/ C-A-q if DEBUG is on
 
84
                 -- if the.keys:justPressed('escape') then
 
85
                 --    love.event.quit()
 
86
                 -- end
51
87
              end
52
88
}
 
 
b'\\ No newline at end of file'