13
11
stand = { frames = { 1 }, fps = 1 },
14
12
walk = { frames = { 2, 3 }, fps = 5 },
15
jump = { frames = { 4 }, fps = 1 },
16
climbLeft = { frames = { 5, 6 }, fps = 5 },
17
climbRight = { frames = { 7, 8 }, fps = 5 }
13
jump = { frames = { 4 }, fps = 1 }
21
15
onNew = function (self)
22
16
self.velocity.y = 0
23
17
self.maxVelocity.y = 400
25
doPhysics = function (self, dir, elapsed)
26
local vel = self.velocity
27
local acc = self.acceleration
28
local drag = self.drag
29
local minVel = self.minVelocity
30
local maxVel = self.maxVelocity
32
-- check existence of properties
35
assert(vel, 'active sprite has no velocity property')
36
assert(acc, 'active sprite has no acceleration property')
37
assert(drag, 'active sprite has no drag property')
38
assert(minVel, 'active sprite has no minVelocity property')
39
assert(maxVel, 'active sprite has no maxVelocity property')
40
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
45
vel.rotation = vel.rotation or 0
49
if acc[dir] and acc[dir] ~= 0 then
50
vel[dir] = vel[dir] + acc[dir] * elapsed
54
vel[dir] = vel[dir] - drag[dir] * elapsed
55
if vel[dir] < 0 then vel[dir] = 0 end
56
elseif vel[dir] < 0 then
57
vel[dir] = vel[dir] + drag[dir] * elapsed
58
if vel[dir] > 0 then vel[dir] = 0 end
63
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
64
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
66
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
68
19
onStartFrame = function (self)
69
20
-- this is all in startframe so it happens before
70
21
-- physics calc at beginning of update
72
-- jumping/falling updates could go in EndFrame...
73
self.falling = self.velocity.y > 0
74
if self.falling then self.jumping = false end
75
--print(self.jumping, self.falling)
77
if (not self.onGround) and (not self.onWall) then
81
24
self.acceleration.y = 800
84
self.acceleration.y = 0
86
if self.onWall == 'right' then
87
self:play('climbRight')
88
elseif self.onWall == 'left' then
89
self:play('climbLeft')
92
if the.keys:pressed('up') then
93
self.velocity.y = -200
94
elseif the.keys:pressed('down') then
98
self:freeze(self.sequences[self.currentName].frames[1])
102
26
if the.keys:pressed('left') then
103
27
self.velocity.x = -200
104
if self.onGround then self:play('walk') end
105
if self.onWall == 'right' then self.onWall = false end
106
29
elseif the.keys:pressed('right') then
107
30
self.velocity.x = 200
108
if self.onGround then self:play('walk') end
109
if self.onWall == 'left' then self.onWall = false end
111
if not self.onWall then
112
if self.onGround then self:play('stand') end
117
if the.keys:justPressed('up') and self.onGround then
36
if the.keys:justPressed('up') then
118
37
self.velocity.y = -400
122
update = function (self, elapsed)
123
-- NOTE: this is an override, not a callback
125
self:doPhysics('x', elapsed)
126
self:collide(the.view.map)
128
-- handle X collisions
130
for _, col in ipairs(self.collisions) do
131
col.other:displaceDir(self, 'x')
132
if self.velocity.x > 0 then
133
self.onWall = 'right'
134
elseif self.velocity.x < 0 then
141
self.onGround = false -- right before Y collision callbacks
142
self:doPhysics('y', elapsed)
143
self:collide(the.view.map)
145
-- handle Y collisions
146
for _, col in ipairs(self.collisions) do
147
if self.velocity.y > 0 then
151
col.other:displaceDir(self, 'y')
156
Animation.update(self, elapsed)
158
collide = function (self, ...)
160
Animation.collide(self, ...)
161
-- I could return a true/false value here if I wanted to...
163
40
onCollide = function (self, other, xOverlap, yOverlap)
41
-- seriously, why does this even fire?
164
42
if other == the.view.map then return end
166
table.insert(self.collisions, {other = other,
168
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
172
function Sprite:displaceDir(other, dir)
173
if not self.solid or self == other or not other.solid then return end
174
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
176
if other.sprites then
179
for _, spr in pairs(other.sprites) do
180
self:displace(spr, dir)
187
elseif dir == 'y' then
193
local negMove = (other[dir] - self[dir]) + other[dim]
194
local posMove = (self[dir] + self[dim]) - other[dir]
196
-- TODO: re-add hinting?
197
if negMove < posMove then
204
other[dir] = other[dir] + chg
207
65
GameView = View:extend {
208
66
onNew = function (self)
209
67
self:loadLayers('data/map.lua')