/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-09 04:59:50 UTC
  • Revision ID: josh@9ix.org-20130309045950-ufjp2txry3c0cc05
only jump when you're on the ground

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DEBUG = true
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require 'zoetrope'
5
 
__ = require 'underscore'
6
5
--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
 
}
 
6
--_ = require 'underscore'
20
7
 
21
8
Player = Animation:extend {
22
9
   image = 'data/player.png',
25
12
   sequences = {
26
13
      stand = { frames = { 1 }, fps = 1 },
27
14
      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 }
 
15
      jump = { frames = { 4 }, fps = 1 }
31
16
   },
32
 
   collisions = {},
33
 
   onWall = false,
34
 
   leftWallAt = 0,
35
17
   onNew = function (self)
36
18
              self.velocity.y = 0
37
19
              self.maxVelocity.y = 400
38
20
           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
 
                  -- ugly hack for falling through floor on really slow frames
81
 
                  if math.abs(vel[dir] * elapsed) > 32 then
82
 
                     print('skip')
83
 
                     return
84
 
                  end
85
 
 
86
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
87
 
 
88
 
                  if self[dir] < 0 then self[dir] = 0 end
89
 
                  local edge = the.view.map[util.dim(dir)] -
90
 
                               the.player[util.dim(dir)]
91
 
                  -- TODO: take map position into account
92
 
                  if self[dir] > edge then self[dir] = edge end
93
 
               end,
94
21
   onStartFrame = function (self)
95
22
                     -- this is all in startframe so it happens before
96
23
                     -- physics calc at beginning of update
100
27
                     if self.falling then self.jumping = false end
101
28
                     --print(self.jumping, self.falling)
102
29
 
103
 
                     if (not self.onGround) and (not self.onWall) then
104
 
                        self:play('jump')
105
 
                     end
106
 
 
 
30
                     self.velocity.x = 0
107
31
                     self.acceleration.y = 800
108
32
 
109
 
                     if self.onWall then
110
 
                        self.acceleration.y = 0
111
 
 
112
 
                        if self.onWall == 'right' then
113
 
                           self:play('climbRight')
114
 
                        elseif self.onWall == 'left' then
115
 
                           self:play('climbLeft')
116
 
                        end
117
 
 
118
 
                        if the.keys:pressed('up') then
119
 
                           self.velocity.y = -200
120
 
                        elseif the.keys:pressed('down') then
121
 
                           self.velocity.y = 200
122
 
                        else
123
 
                           self.velocity.y = 0
124
 
                           self:freeze(self.sequences[self.currentName].frames[1])
125
 
                        end
126
 
                     end
127
 
 
128
33
                     if the.keys:pressed('left') then
129
34
                        self.velocity.x = -200
130
 
                        if self.onGround then self:play('walk') end
131
 
                        if self.onWall == 'right' then
132
 
                           self.onWall = false
133
 
                           self.leftWallAt = love.timer.getTime()
134
 
                        end
 
35
                        if self:onGround() then self:play('walk') end
135
36
                     elseif the.keys:pressed('right') then
136
37
                        self.velocity.x = 200
137
 
                        if self.onGround then self:play('walk') end
138
 
                        if self.onWall == 'left' then
139
 
                           self.onWall = false
140
 
                           self.leftWallAt = love.timer.getTime()
141
 
                        end
 
38
                        if self:onGround() then self:play('walk') end
142
39
                     else
143
 
                        if not self.onWall then
144
 
                           if self.onGround then self:play('stand') end
145
 
                           self.velocity.x = 0
146
 
                        end
 
40
                        if self:onGround() then self:play('stand') end
147
41
                     end
148
42
 
149
 
                     if the.keys:justPressed('up') and
150
 
                      (self.onGround or the.console.visible or
151
 
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
 
43
                     if the.keys:justPressed('up') and self:onGround() then
152
44
                        self.velocity.y = -400
153
45
                        self.jumping = true
 
46
                        self:play('jump')
154
47
                     end
155
48
                  end,
156
 
   update = function (self, elapsed)
157
 
               -- NOTE: this is an override, not a callback
158
 
 
159
 
               self:doPhysics('x', elapsed)
160
 
               self:collide(the.view.map)
161
 
 
162
 
               -- handle X collisions
163
 
               self.onWall = false
164
 
               for _, col in ipairs(self.collisions) do
165
 
                  col.other:displaceDir(self, 'x')
166
 
                  if self.velocity.x > 0 then
167
 
                     self.onWall = 'right'
168
 
                  elseif self.velocity.x < 0 then
169
 
                     self.onWall = 'left'
170
 
                  else
171
 
                     print 'x ??'
172
 
                  end
173
 
               end
174
 
 
175
 
               self.onGround = false -- right before Y collision callbacks
176
 
               self:doPhysics('y', elapsed)
177
 
               self:collide(the.view.map)
178
 
 
179
 
               -- handle Y collisions
180
 
               for _, col in ipairs(self.collisions) do
181
 
                  if self.velocity.y > 0 then
182
 
                     self.onGround = true
183
 
                  end
184
 
 
185
 
                  col.other:displaceDir(self, 'y')
186
 
                  self.velocity.y = 0
187
 
                  self.jumping = false
188
 
               end
189
 
 
190
 
               Animation.update(self, elapsed)
191
 
            end,
192
 
   collide = function (self, ...)
193
 
                self.collisions = {}
194
 
                Animation.collide(self, ...)
195
 
                -- I could return a true/false value here if I wanted to...
196
 
             end,
 
49
   onEndFrame = function (self)
 
50
                   --print(self.velocity.y)
 
51
                end,
197
52
   onCollide = function (self, other, xOverlap, yOverlap)
 
53
                  -- seriously, why does this even fire?
198
54
                  if other == the.view.map then return end
199
55
 
200
 
                  table.insert(self.collisions, {other = other,
201
 
                                                 xOverlap = xOverlap,
202
 
                                                 yOverlap = yOverlap })
203
 
               end
 
56
                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
 
57
                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
 
58
 
 
59
                  -- assumption: any other collision is with a solid map tile
 
60
                  if yOverlap > xOverlap then
 
61
                     other:displace(self)
 
62
                  elseif xOverlap > yOverlap then
 
63
                     -- check if we've moved since collisions were generated
 
64
                     local xov, yov = self:overlap(other.x, other.y,
 
65
                                                   other.width, other.height)
 
66
                     if xov ~= 0 and yov ~= 0 then
 
67
                        self.velocity.y = 0
 
68
                        other:displace(self)
 
69
                        self.jumping = false
 
70
                     end
 
71
                  else
 
72
                     print('??')
 
73
                  end
 
74
 
 
75
               end,
 
76
   onGround = function (self)
 
77
                 return (not self.jumping) and (not self.falling)
 
78
              end
204
79
}
205
80
 
206
 
function Sprite:displaceDir(other, dir)
207
 
   if not self.solid or self == other or not other.solid then return end
208
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
209
 
 
210
 
   if other.sprites then
211
 
      -- handle groups
212
 
 
213
 
      for _, spr in pairs(other.sprites) do
214
 
         self:displace(spr, dir)
215
 
      end
216
 
   else
217
 
      -- handle sprites
218
 
      local dim = util.dim(dir)
219
 
 
220
 
      local negMove = (other[dir] - self[dir]) + other[dim]
221
 
      local posMove = (self[dir] + self[dim]) - other[dir]
222
 
 
223
 
      -- TODO: re-add hinting?
224
 
      if negMove < posMove then
225
 
         chg = - negMove
226
 
      else
227
 
         chg = posMove
228
 
      end
229
 
   end
230
 
 
231
 
   other[dir] = other[dir] + chg
232
 
end
233
 
 
234
 
function Sprite:update (elapsed)
235
 
   if self.onUpdate then self:onUpdate(elapsed) end
236
 
end
237
 
 
238
81
GameView = View:extend {
239
82
   onNew = function (self)
240
83
              self:loadLayers('data/map.lua')
244
85
              self:clampTo(self.map)
245
86
           end,
246
87
   onUpdate = function (self)
247
 
                 --print('drawTook: ', the.drawTook)
248
88
                 --print('tick')
249
 
                 --the.player:collide(self.map)
 
89
                 the.player:collide(self.map)
250
90
                 --self.map:collide(the.player)
251
 
              end,
252
 
   draw = function (self, x, y)
253
 
             View.draw(self, x, y)
254
 
 
255
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
256
 
          end
 
91
              end
257
92
}
258
93
 
259
94
the.app = App:new {
260
95
   onRun = function (self)
261
96
              self.view = GameView:new()
262
 
              self.console:watch('onGround', 'the.player.onGround')
263
 
              self.console:watch('onWall', 'the.player.onWall')
264
 
              self.console:watch('updateTook', 'the.updateTook')
265
 
              self.console:watch('drawTook', 'the.drawTook')
266
 
 
267
 
              --the.profiler = newProfiler('time', 2000)
268
 
              --the.profiler = newProfiler()
269
 
              --the.profiler:start()
 
97
              --print(inspect(_(the.app):keys()))
270
98
           end,
271
99
   onUpdate = function (self, dt)
 
100
                 -- TODO: make this not work if debug console is active
272
101
                 if the.keys:justPressed('escape') then
273
 
                    if the.profiler then
274
 
                       the.profiler:stop()
275
 
                       local outfile = io.open( "profile.txt", "w+" )
276
 
                       the.profiler:report( outfile )
277
 
                       outfile:close()
278
 
                    end
279
 
 
280
 
                    self.quit()
 
102
                    love.event.quit()
281
103
                 end
282
 
              end,
283
 
   update = function (self, dt)
284
 
               the.updateStart = love.timer.getMicroTime()
285
 
               App.update(self, dt)
286
 
               if the.updateStart then
287
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
288
 
               end
289
 
            end
290
 
}
 
104
              end
 
105
}
 
 
b'\\ No newline at end of file'