5
_ = require 'underscore'
6
5
--inspect = require 'inspect'
6
--_ = require 'underscore'
8
8
Player = Animation:extend {
9
9
image = 'data/player.png',
18
18
self.velocity.y = 0
19
19
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
21
onStartFrame = function (self)
65
22
-- this is all in startframe so it happens before
66
23
-- physics calc at beginning of update
70
27
if self.falling then self.jumping = false end
71
28
--print(self.jumping, self.falling)
73
if not self.onGround then
77
30
self.velocity.x = 0
78
31
self.acceleration.y = 800
80
33
if the.keys:pressed('left') then
81
34
self.velocity.x = -200
82
if self.onGround then self:play('walk') end
35
if self:onGround() then self:play('walk') end
83
36
elseif the.keys:pressed('right') then
84
37
self.velocity.x = 200
85
if self.onGround then self:play('walk') end
38
if self:onGround() then self:play('walk') end
87
if self.onGround then self:play('stand') end
40
if self:onGround() then self:play('stand') end
90
if the.keys:justPressed('up') and self.onGround then
43
if the.keys:justPressed('up') and self:onGround() then
91
44
self.velocity.y = -400
92
45
self.jumping = true
95
update = function (self, elapsed)
96
-- NOTE: this is an override, not a callback
98
self:doPhysics('x', elapsed)
100
self.onGround = false -- right before Y collision callbacks
101
self:doPhysics('y', elapsed)
103
self:collide(the.view.map)
105
Animation.update(self, elapsed)
49
onEndFrame = function (self)
50
--print(self.velocity.y)
107
52
onCollide = function (self, other, xOverlap, yOverlap)
108
53
-- seriously, why does this even fire?
109
54
if other == the.view.map then return end
114
59
-- assumption: any other collision is with a solid map tile
115
60
if yOverlap > xOverlap then
116
61
other:displace(self)
118
if self.velocity.x > 0 then
119
self.onWall = 'right'
120
elseif self.velocity.x < 0 then
125
62
elseif xOverlap > yOverlap then
126
63
-- check if we've moved since collisions were generated
127
64
local xov, yov = self:overlap(other.x, other.y,
128
65
other.width, other.height)
129
66
if xov ~= 0 and yov ~= 0 then
130
--print('y collision')
131
if self.velocity.y > 0 then
135
67
self.velocity.y = 0
136
68
other:displace(self)
137
69
self.jumping = false
76
onGround = function (self)
77
return (not self.jumping) and (not self.falling)
146
81
GameView = View:extend {
160
95
onRun = function (self)
161
96
self.view = GameView:new()
162
97
--print(inspect(_(the.app):keys()))
163
self.console:watch('onGround', 'the.player.onGround')
164
self.console:watch('onWall', 'the.player.onWall')
166
99
onUpdate = function (self, dt)
167
if the.keys:justPressed('escape') and
168
not self.console.visible then
100
-- TODO: make this not work if debug console is active
101
if the.keys:justPressed('escape') then
b'\\ No newline at end of file'