/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-09 04:58:45 UTC
  • Revision ID: josh@9ix.org-20130309045845-wdcov53ghv2h6iwf
apply acceleration to velocity, THEN apply velocity to position (then do 
collision).  important for detecting correct velocity

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DEBUG = true
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require 'zoetrope'
5
 
__ = require 'underscore'
6
 
--inspect = require 'inspect'
7
 
require 'pepperprof'
8
 
 
9
 
util = {
10
 
   dim = function(dir)
11
 
      if dir == 'x' then
12
 
         return 'width'
13
 
      elseif dir == 'y' then
14
 
         return 'height'
15
 
      else
16
 
         print 'dir ??'
17
 
      end
18
 
   end
19
 
}
20
5
 
21
6
Player = Animation:extend {
22
7
   image = 'data/player.png',
25
10
   sequences = {
26
11
      stand = { frames = { 1 }, fps = 1 },
27
12
      walk = { frames = { 2, 3 }, fps = 5 },
28
 
      jump = { frames = { 4 }, fps = 1 },
29
 
      climbLeft = { frames = { 5, 6 }, fps = 5 },
30
 
      climbRight = { frames = { 7, 8 }, fps = 5 }
 
13
      jump = { frames = { 4 }, fps = 1 }
31
14
   },
32
 
   collisions = {},
33
 
   onWall = false,
34
 
   leftWallAt = 0,
35
15
   onNew = function (self)
36
16
              self.velocity.y = 0
37
17
              self.maxVelocity.y = 400
38
18
           end,
39
 
   doPhysics = function (self, dir, elapsed)
40
 
                  local vel = self.velocity
41
 
                  local acc = self.acceleration
42
 
                  local drag = self.drag
43
 
                  local minVel = self.minVelocity
44
 
                  local maxVel = self.maxVelocity
45
 
 
46
 
                  -- check existence of properties
47
 
 
48
 
                  if STRICT then
49
 
                     assert(vel, 'active sprite has no velocity property')
50
 
                     assert(acc, 'active sprite has no acceleration property')
51
 
                     assert(drag, 'active sprite has no drag property')
52
 
                     assert(minVel, 'active sprite has no minVelocity property')
53
 
                     assert(maxVel, 'active sprite has no maxVelocity property')
54
 
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
55
 
                  end
56
 
 
57
 
                  vel.x = vel.x or 0
58
 
                  vel.y = vel.y or 0
59
 
                  vel.rotation = vel.rotation or 0
60
 
 
61
 
                  -- physics
62
 
 
63
 
                  if acc[dir] and acc[dir] ~= 0 then
64
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
65
 
                  else
66
 
                     if drag[dir] then
67
 
                        if vel[dir] > 0 then
68
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
69
 
                           if vel[dir] < 0 then vel[dir] = 0 end
70
 
                        elseif vel[dir] < 0 then
71
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
72
 
                           if vel[dir] > 0 then vel[dir] = 0 end
73
 
                        end
74
 
                     end
75
 
                  end
76
 
 
77
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
78
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
79
 
 
80
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
81
 
 
82
 
                  if self[dir] < 0 then self[dir] = 0 end
83
 
                  local edge = the.view.map[util.dim(dir)] -
84
 
                               the.player[util.dim(dir)]
85
 
                  -- TODO: take map position into account
86
 
                  if self[dir] > edge then self[dir] = edge end
87
 
               end,
88
19
   onStartFrame = function (self)
89
20
                     -- this is all in startframe so it happens before
90
21
                     -- physics calc at beginning of update
91
22
 
92
 
                     -- jumping/falling updates could go in EndFrame...
93
 
                     self.falling = self.velocity.y > 0
94
 
                     if self.falling then self.jumping = false end
95
 
                     --print(self.jumping, self.falling)
96
 
 
97
 
                     if (not self.onGround) and (not self.onWall) then
98
 
                        self:play('jump')
99
 
                     end
100
 
 
 
23
                     self.velocity.x = 0
101
24
                     self.acceleration.y = 800
102
25
 
103
 
                     if self.onWall then
104
 
                        self.acceleration.y = 0
105
 
 
106
 
                        if self.onWall == 'right' then
107
 
                           self:play('climbRight')
108
 
                        elseif self.onWall == 'left' then
109
 
                           self:play('climbLeft')
110
 
                        end
111
 
 
112
 
                        if the.keys:pressed('up') then
113
 
                           self.velocity.y = -200
114
 
                        elseif the.keys:pressed('down') then
115
 
                           self.velocity.y = 200
116
 
                        else
117
 
                           self.velocity.y = 0
118
 
                           self:freeze(self.sequences[self.currentName].frames[1])
119
 
                        end
120
 
                     end
121
 
 
122
26
                     if the.keys:pressed('left') then
123
27
                        self.velocity.x = -200
124
 
                        if self.onGround then self:play('walk') end
125
 
                        if self.onWall == 'right' then
126
 
                           self.onWall = false
127
 
                           self.leftWallAt = love.timer.getTime()
128
 
                        end
 
28
                        self:play('walk')
129
29
                     elseif the.keys:pressed('right') then
130
30
                        self.velocity.x = 200
131
 
                        if self.onGround then self:play('walk') end
132
 
                        if self.onWall == 'left' then
133
 
                           self.onWall = false
134
 
                           self.leftWallAt = love.timer.getTime()
135
 
                        end
 
31
                        self:play('walk')
136
32
                     else
137
 
                        if not self.onWall then
138
 
                           if self.onGround then self:play('stand') end
139
 
                           self.velocity.x = 0
140
 
                        end
 
33
                        self:play('stand')
141
34
                     end
142
35
 
143
 
                     if the.keys:justPressed('up') and
144
 
                      (self.onGround or the.console.visible or
145
 
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
 
36
                     if the.keys:justPressed('up') then
146
37
                        self.velocity.y = -400
147
 
                        self.jumping = true
148
38
                     end
149
39
                  end,
150
 
   update = function (self, elapsed)
151
 
               -- NOTE: this is an override, not a callback
152
 
 
153
 
               self:doPhysics('x', elapsed)
154
 
               self:collide(the.view.map)
155
 
 
156
 
               -- handle X collisions
157
 
               self.onWall = false
158
 
               for _, col in ipairs(self.collisions) do
159
 
                  col.other:displaceDir(self, 'x')
160
 
                  if self.velocity.x > 0 then
161
 
                     self.onWall = 'right'
162
 
                  elseif self.velocity.x < 0 then
163
 
                     self.onWall = 'left'
164
 
                  else
165
 
                     print 'x ??'
166
 
                  end
167
 
               end
168
 
 
169
 
               self.onGround = false -- right before Y collision callbacks
170
 
               self:doPhysics('y', elapsed)
171
 
               self:collide(the.view.map)
172
 
 
173
 
               -- handle Y collisions
174
 
               for _, col in ipairs(self.collisions) do
175
 
                  if self.velocity.y > 0 then
176
 
                     self.onGround = true
177
 
                  end
178
 
 
179
 
                  col.other:displaceDir(self, 'y')
180
 
                  self.velocity.y = 0
181
 
                  self.jumping = false
182
 
               end
183
 
 
184
 
               Animation.update(self, elapsed)
185
 
            end,
186
 
   collide = function (self, ...)
187
 
                self.collisions = {}
188
 
                Animation.collide(self, ...)
189
 
                -- I could return a true/false value here if I wanted to...
190
 
             end,
191
40
   onCollide = function (self, other, xOverlap, yOverlap)
 
41
                  -- seriously, why does this even fire?
192
42
                  if other == the.view.map then return end
193
43
 
194
 
                  table.insert(self.collisions, {other = other,
195
 
                                                 xOverlap = xOverlap,
196
 
                                                 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)
 
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
 
197
62
               end
198
63
}
199
64
 
200
 
function Sprite:displaceDir(other, dir)
201
 
   if not self.solid or self == other or not other.solid then return end
202
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
203
 
 
204
 
   if other.sprites then
205
 
      -- handle groups
206
 
 
207
 
      for _, spr in pairs(other.sprites) do
208
 
         self:displace(spr, dir)
209
 
      end
210
 
   else
211
 
      -- handle sprites
212
 
      local dim = util.dim(dir)
213
 
 
214
 
      local negMove = (other[dir] - self[dir]) + other[dim]
215
 
      local posMove = (self[dir] + self[dim]) - other[dir]
216
 
 
217
 
      -- TODO: re-add hinting?
218
 
      if negMove < posMove then
219
 
         chg = - negMove
220
 
      else
221
 
         chg = posMove
222
 
      end
223
 
   end
224
 
 
225
 
   other[dir] = other[dir] + chg
226
 
end
227
 
 
228
65
GameView = View:extend {
229
66
   onNew = function (self)
230
67
              self:loadLayers('data/map.lua')
234
70
           end,
235
71
   onUpdate = function (self)
236
72
                 --print('tick')
237
 
                 --the.player:collide(self.map)
 
73
                 the.player:collide(self.map)
238
74
                 --self.map:collide(the.player)
239
75
              end
240
76
}
242
78
the.app = App:new {
243
79
   onRun = function (self)
244
80
              self.view = GameView:new()
245
 
              self.console:watch('onGround', 'the.player.onGround')
246
 
              self.console:watch('onWall', 'the.player.onWall')
247
 
              self.console:watch('updateTook', 'the.updateTook')
248
 
              self.console:watch('drawTook', 'the.drawTook')
249
 
 
250
 
              --the.profiler = newProfiler('time', 2000)
251
 
              --the.profiler = newProfiler()
252
 
              --the.profiler:start()
253
81
           end,
254
82
   onUpdate = function (self, dt)
255
 
                 if the.keys:justPressed('escape') then
256
 
                    if the.profiler then
257
 
                       the.profiler:stop()
258
 
                       local outfile = io.open( "profile.txt", "w+" )
259
 
                       the.profiler:report( outfile )
260
 
                       outfile:close()
261
 
                    end
262
 
 
263
 
                    self.quit()
264
 
                 end
265
 
              end,
266
 
   update = function (self, dt)
267
 
               the.updateStart = love.timer.getMicroTime()
268
 
               App.update(self, dt)
269
 
               if the.updateStart then
270
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
271
 
               end
272
 
            end
273
 
}
 
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
 
87
              end
 
88
}
 
 
b'\\ No newline at end of file'