/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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Lines of Context:
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1
STRICT = true
2
2
DEBUG = true
3
 
RECORD = true
4
 
PLAYBACK = false
5
3
 
6
4
require 'zoetrope'
7
 
__ = require 'underscore'
8
 
--inspect = require 'inspect'
9
 
require 'pepperprof'
10
 
 
11
 
util = {
12
 
   dim = function(dir)
13
 
      if dir == 'x' then
14
 
         return 'width'
15
 
      elseif dir == 'y' then
16
 
         return 'height'
17
 
      else
18
 
         if STRICT then error('dir '..dir) end
19
 
      end
20
 
   end
21
 
}
22
5
 
23
6
Player = Animation:extend {
24
7
   image = 'data/player.png',
27
10
   sequences = {
28
11
      stand = { frames = { 1 }, fps = 1 },
29
12
      walk = { frames = { 2, 3 }, fps = 5 },
30
 
      jump = { frames = { 4 }, fps = 1 },
31
 
      climbLeft = { frames = { 5, 6 }, fps = 5 },
32
 
      climbRight = { frames = { 7, 8 }, fps = 5 }
 
13
      jump = { frames = { 4 }, fps = 1 }
33
14
   },
34
 
   collisions = {},
35
 
   onWall = false,
36
 
   leftWallAt = 0,
37
15
   onNew = function (self)
38
16
              self.velocity.y = 0
39
17
              self.maxVelocity.y = 400
40
18
           end,
41
 
   doPhysics = function (self, dir, elapsed)
42
 
                  local vel = self.velocity
43
 
                  local acc = self.acceleration
44
 
                  local drag = self.drag
45
 
                  local minVel = self.minVelocity
46
 
                  local maxVel = self.maxVelocity
47
 
 
48
 
                  -- check existence of properties
49
 
 
50
 
                  if STRICT then
51
 
                     assert(vel, 'active sprite has no velocity property')
52
 
                     assert(acc, 'active sprite has no acceleration property')
53
 
                     assert(drag, 'active sprite has no drag property')
54
 
                     assert(minVel, 'active sprite has no minVelocity property')
55
 
                     assert(maxVel, 'active sprite has no maxVelocity property')
56
 
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
57
 
                  end
58
 
 
59
 
                  vel.x = vel.x or 0
60
 
                  vel.y = vel.y or 0
61
 
                  vel.rotation = vel.rotation or 0
62
 
 
63
 
                  -- physics
64
 
 
65
 
                  if acc[dir] and acc[dir] ~= 0 then
66
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
67
 
                  else
68
 
                     if drag[dir] then
69
 
                        if vel[dir] > 0 then
70
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
71
 
                           if vel[dir] < 0 then vel[dir] = 0 end
72
 
                        elseif vel[dir] < 0 then
73
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
74
 
                           if vel[dir] > 0 then vel[dir] = 0 end
75
 
                        end
76
 
                     end
77
 
                  end
78
 
 
79
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
80
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
81
 
 
82
 
                  -- ugly hack for falling through floor on really slow frames
83
 
                  if math.abs(vel[dir] * elapsed) > 32 then
84
 
                     print('skip')
85
 
                     return
86
 
                  end
87
 
 
88
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
89
 
 
90
 
                  if self[dir] < 0 then self[dir] = 0 end
91
 
                  local edge = the.view.map[util.dim(dir)] -
92
 
                               the.player[util.dim(dir)]
93
 
                  -- TODO: take map position into account
94
 
                  if self[dir] > edge then self[dir] = edge end
95
 
               end,
96
19
   onStartFrame = function (self)
97
20
                     -- this is all in startframe so it happens before
98
21
                     -- physics calc at beginning of update
99
22
 
100
 
                     -- jumping/falling updates could go in EndFrame...
101
 
                     self.falling = self.velocity.y > 0
102
 
                     if self.falling then self.jumping = false end
103
 
                     --print(self.jumping, self.falling)
104
 
 
105
 
                     if (not self.onGround) and (not self.onWall) then
106
 
                        self:play('jump')
107
 
                     end
108
 
 
 
23
                     self.velocity.x = 0
109
24
                     self.acceleration.y = 800
110
25
 
111
 
                     if self.onWall then
112
 
                        self.acceleration.y = 0
113
 
 
114
 
                        if self.onWall == 'right' then
115
 
                           self:play('climbRight')
116
 
                        elseif self.onWall == 'left' then
117
 
                           self:play('climbLeft')
118
 
                        end
119
 
 
120
 
                        if the.keys:pressed('up') then
121
 
                           self.velocity.y = -200
122
 
                        elseif the.keys:pressed('down') then
123
 
                           self.velocity.y = 200
124
 
                        else
125
 
                           self.velocity.y = 0
126
 
                           self:freeze(self.sequences[self.currentName].frames[1])
127
 
                        end
128
 
                     end
129
 
 
130
26
                     if the.keys:pressed('left') then
131
27
                        self.velocity.x = -200
132
 
                        if self.onGround then self:play('walk') end
133
 
                        if self.onWall == 'right' then
134
 
                           self.onWall = false
135
 
                           self.leftWallAt = love.timer.getTime()
136
 
                        end
 
28
                        self:play('walk')
137
29
                     elseif the.keys:pressed('right') then
138
30
                        self.velocity.x = 200
139
 
                        if self.onGround then self:play('walk') end
140
 
                        if self.onWall == 'left' then
141
 
                           self.onWall = false
142
 
                           self.leftWallAt = love.timer.getTime()
143
 
                        end
 
31
                        self:play('walk')
144
32
                     else
145
 
                        if not self.onWall then
146
 
                           if self.onGround then self:play('stand') end
147
 
                           self.velocity.x = 0
148
 
                        end
 
33
                        self:play('stand')
149
34
                     end
150
35
 
151
 
                     if the.keys:justPressed('up') and
152
 
                      (self.onGround or the.console.visible or
153
 
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
 
36
                     if the.keys:justPressed('up') then
154
37
                        self.velocity.y = -400
155
 
                        self.jumping = true
156
38
                     end
157
39
                  end,
158
 
   update = function (self, elapsed)
159
 
               -- NOTE: this is an override, not a callback
160
 
 
161
 
               self:doPhysics('x', elapsed)
162
 
               self:collide(the.view.map)
163
 
 
164
 
               -- handle X collisions
165
 
               self.onWall = false
166
 
               for _, col in ipairs(self.collisions) do
167
 
                  col.other:displaceDir(self, 'x')
168
 
                  if self.velocity.x > 0 then
169
 
                     self.onWall = 'right'
170
 
                  elseif self.velocity.x < 0 then
171
 
                     self.onWall = 'left'
172
 
                  else
173
 
                     print 'x ??'
174
 
                  end
175
 
               end
176
 
 
177
 
               self.onGround = false -- right before Y collision callbacks
178
 
               self:doPhysics('y', elapsed)
179
 
               self:collide(the.view.map)
180
 
 
181
 
               -- handle Y collisions
182
 
               for _, col in ipairs(self.collisions) do
183
 
                  if self.velocity.y > 0 then
184
 
                     self.onGround = true
185
 
                  end
186
 
 
187
 
                  col.other:displaceDir(self, 'y')
188
 
                  self.velocity.y = 0
189
 
                  self.jumping = false
190
 
               end
191
 
 
192
 
               -- text blob
193
 
               if not self.text then
194
 
                  self.text = Text:new{wordWrap = true, width = 50, tint = {0,0,0}}
195
 
                  self.textfill = Fill:new{width = 54, border = {0,0,255}}
196
 
                  --the.view:add(self.textfill)
197
 
                  --the.view:add(self.text)
198
 
               end
199
 
               self.text.text = "Blah blah big text etc etc wrapping"
200
 
               self.text:centerAround(self.x+16, self.y+16, 'horizontal')
201
 
               _, texth = self.text:getSize()
202
 
               self.text.y = self.y - texth - 4
203
 
               self.textfill.x = self.text.x - 2
204
 
               self.textfill.y = self.text.y - 2
205
 
               self.textfill.height = texth + 4
206
 
 
207
 
               Animation.update(self, elapsed)
208
 
            end,
209
 
   collide = function (self, ...)
210
 
                self.collisions = {}
211
 
                Animation.collide(self, ...)
212
 
                -- I could return a true/false value here if I wanted to...
213
 
             end,
214
40
   onCollide = function (self, other, xOverlap, yOverlap)
 
41
                  -- seriously, why does this even fire?
215
42
                  if other == the.view.map then return end
216
43
 
217
 
                  table.insert(self.collisions, {other = other,
218
 
                                                 xOverlap = xOverlap,
219
 
                                                 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
 
220
62
               end
221
63
}
222
64
 
223
 
function Sprite:displaceDir(other, dir)
224
 
   if not self.solid or self == other or not other.solid then return end
225
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
226
 
 
227
 
   if other.sprites then
228
 
      -- handle groups
229
 
 
230
 
      for _, spr in pairs(other.sprites) do
231
 
         self:displace(spr, dir)
232
 
      end
233
 
   else
234
 
      -- handle sprites
235
 
      local dim = util.dim(dir)
236
 
 
237
 
      local negMove = (other[dir] - self[dir]) + other[dim]
238
 
      local posMove = (self[dir] + self[dim]) - other[dir]
239
 
 
240
 
      -- TODO: re-add hinting?
241
 
      if negMove < posMove then
242
 
         chg = - negMove
243
 
      else
244
 
         chg = posMove
245
 
      end
246
 
   end
247
 
 
248
 
   other[dir] = other[dir] + chg
249
 
end
250
 
 
251
 
function Sprite:update (elapsed)
252
 
   if self.onUpdate then self:onUpdate(elapsed) end
253
 
end
254
 
 
255
65
GameView = View:extend {
256
66
   onNew = function (self)
257
67
              self:loadLayers('data/map.lua')
258
68
              self.focus = the.player
259
69
              self:clampTo(self.map)
260
 
 
261
 
              the.recorder = Recorder:new{mousePosInterval = 9999}
262
 
              the.app.meta:add(the.recorder)
263
 
              if RECORD then
264
 
                 the.recorder:startRecording()
265
 
              elseif PLAYBACK then
266
 
                 local storage = Storage:new{filename = 'record.lua'}
267
 
                 storage:load()
268
 
                 --print(inspect(storage.data))
269
 
                 the.recorder.record = storage.data
270
 
                 the.recorder:startPlaying()
271
 
              end
272
70
           end,
273
71
   onUpdate = function (self)
274
 
                 --print('drawTook: ', the.drawTook)
275
72
                 --print('tick')
276
 
                 --the.player:collide(self.map)
 
73
                 the.player:collide(self.map)
277
74
                 --self.map:collide(the.player)
278
 
              end,
279
 
   -- draw = function (self, x, y)
280
 
   --           View.draw(self, x, y)
281
 
 
282
 
   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
283
 
   --        end
 
75
              end
284
76
}
285
77
 
286
78
the.app = App:new {
287
79
   onRun = function (self)
288
80
              self.view = GameView:new()
289
 
              self.console:watch('onGround', 'the.player.onGround')
290
 
              self.console:watch('onWall', 'the.player.onWall')
291
 
              self.console:watch('updateTook', 'the.updateTook')
292
 
              self.console:watch('drawTook', 'the.drawTook')
293
 
              self.console:watch('recorder state', 'the.recorder.state')
294
 
 
295
 
              --the.profiler = newProfiler('time', 2000)
296
 
              --the.profiler = newProfiler()
297
 
              --the.profiler:start()
298
81
           end,
299
82
   onUpdate = function (self, dt)
300
 
                 if the.keys:justPressed('escape') then
301
 
                    if the.profiler then
302
 
                       the.profiler:stop()
303
 
                       local outfile = io.open( "profile.txt", "w+" )
304
 
                       the.profiler:report( outfile )
305
 
                       outfile:close()
306
 
                    end
307
 
 
308
 
                    if RECORD then
309
 
                       if not love.filesystem.remove('record.lua') then
310
 
                          error('could not remove record.lua')
311
 
                       end
312
 
                       local storage = Storage:new{
313
 
                          data = the.recorder.record,
314
 
                          filename = 'record.lua'
315
 
                       }
316
 
                       storage:save(false)
317
 
                       --print(inspect(the.recorder.record))
318
 
                    end
319
 
 
320
 
                    self.quit()
321
 
                 end
322
 
              end,
323
 
   update = function (self, dt)
324
 
               the.updateStart = love.timer.getMicroTime()
325
 
               App.update(self, dt)
326
 
               if the.updateStart then
327
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
328
 
               end
329
 
            end
330
 
}
 
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'