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) and (not self.onWall) then
77
23
self.velocity.x = 0
78
24
self.acceleration.y = 800
81
self.acceleration.y = 0
83
if the.keys:pressed('up') then
84
self.velocity.y = -200
86
elseif the.keys:pressed('down') then
95
26
if the.keys:pressed('left') then
96
27
self.velocity.x = -200
97
if self.onGround then self:play('walk') end
98
if self.onWall == 'right' then self.onWall = false end
99
if self.onWall == 'right' then self.onWall = false end
100
29
elseif the.keys:pressed('right') then
101
30
self.velocity.x = 200
102
if self.onGround then self:play('walk') end
103
if self.onWall == 'left' then self.onWall = false end
105
if self.onGround then self:play('stand') end
108
if the.keys:justPressed('up') and self.onGround then
36
if the.keys:justPressed('up') then
109
37
self.velocity.y = -400
113
update = function (self, elapsed)
114
-- NOTE: this is an override, not a callback
116
self:doPhysics('x', elapsed)
118
self.onGround = false -- right before Y collision callbacks
119
self:doPhysics('y', elapsed)
121
self:collide(the.view.map)
123
Animation.update(self, elapsed)
125
40
onCollide = function (self, other, xOverlap, yOverlap)
126
41
-- seriously, why does this even fire?
127
42
if other == the.view.map then return end
132
47
-- assumption: any other collision is with a solid map tile
133
48
if yOverlap > xOverlap then
134
49
other:displace(self)
136
if self.velocity.x > 0 then
137
self.onWall = 'right'
138
elseif self.velocity.x < 0 then
143
50
elseif xOverlap > yOverlap then
144
51
-- check if we've moved since collisions were generated
145
52
local xov, yov = self:overlap(other.x, other.y,
146
53
other.width, other.height)
147
54
if xov ~= 0 and yov ~= 0 then
148
--print('y collision')
149
if self.velocity.y > 0 then
153
55
self.velocity.y = 0
154
56
other:displace(self)
164
65
GameView = View:extend {
177
78
the.app = App:new {
178
79
onRun = function (self)
179
80
self.view = GameView:new()
180
--print(inspect(_(the.app):keys()))
181
self.console:watch('onGround', 'the.player.onGround')
182
self.console:watch('onWall', 'the.player.onWall')
184
82
onUpdate = function (self, dt)
185
if the.keys:justPressed('escape') and
186
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'