5
__ = require 'underscore'
6
5
--inspect = require 'inspect'
17
elseif dir == 'y' then
20
if STRICT then error('dir '..dir) end
6
--_ = require 'underscore'
8
Player = Animation:extend {
9
image = 'data/player.png',
13
stand = { frames = { 1 }, fps = 1 },
14
walk = { frames = { 2, 3 }, fps = 5 },
15
jump = { frames = { 4 }, fps = 1 }
17
onNew = function (self)
19
self.maxVelocity.y = 400
21
onStartFrame = function (self)
22
-- this is all in startframe so it happens before
23
-- physics calc at beginning of update
25
-- jumping/falling updates could go in EndFrame...
26
self.falling = self.velocity.y > 0
27
if self.falling then self.jumping = false end
28
--print(self.jumping, self.falling)
31
self.acceleration.y = 800
33
if the.keys:pressed('left') then
34
self.velocity.x = -200
35
if self:onGround() then self:play('walk') end
36
elseif the.keys:pressed('right') then
38
if self:onGround() then self:play('walk') end
40
if self:onGround() then self:play('stand') end
43
if the.keys:justPressed('up') and self:onGround() then
44
self.velocity.y = -400
49
onEndFrame = function (self)
50
--print(self.velocity.y)
52
onCollide = function (self, other, xOverlap, yOverlap)
53
-- seriously, why does this even fire?
54
if other == the.view.map then return 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)
59
-- assumption: any other collision is with a solid map tile
60
if yOverlap > xOverlap then
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
76
onGround = function (self)
77
return (not self.jumping) and (not self.falling)
25
81
GameView = View:extend {
27
83
self:loadLayers('data/map.lua')
28
84
self.focus = the.player
29
85
self:clampTo(self.map)
31
the.recorder = Recorder:new{mousePosInterval = 9999}
32
the.app.meta:add(the.recorder)
33
if the.app.record then
34
the.recorder:startRecording()
35
elseif the.app.playback then
36
local storage = Storage:new{filename = 'record.lua'}
38
--print(inspect(storage.data))
39
the.recorder.record = storage.data
40
the.recorder:startPlaying()
43
87
onUpdate = function (self)
44
--print('drawTook: ', the.drawTook)
46
--the.player:collide(self.map)
89
the.player:collide(self.map)
47
90
--self.map:collide(the.player)
49
-- draw = function (self, x, y)
50
-- View.draw(self, x, y)
52
-- love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
56
94
the.app = App:new {
58
95
onRun = function (self)
59
96
self.view = GameView:new()
61
self.console:watch('onGround', 'the.player.onGround')
62
self.console:watch('onWall', 'the.player.onWall')
63
self.console:watch('updateTook', 'the.updateTook')
64
self.console:watch('drawTook', 'the.drawTook')
65
self.console:watch('recorder state', 'the.recorder.state')
68
--the.profiler = newProfiler('time', 2000)
69
--the.profiler = newProfiler()
70
--the.profiler:start()
97
--print(inspect(_(the.app):keys()))
72
99
onUpdate = function (self, dt)
100
-- TODO: make this not work if debug console is active
73
101
if the.keys:justPressed('escape') then
76
local outfile = io.open( "profile.txt", "w+" )
77
the.profiler:report( outfile )
82
if not love.filesystem.remove('record.lua') then
83
print('could not remove record.lua')
85
local storage = Storage:new{
86
data = the.recorder.record,
87
filename = 'record.lua'
90
--print(inspect(the.recorder.record))
96
update = function (self, dt)
97
the.updateStart = love.timer.getMicroTime()
99
if the.updateStart then
100
the.updateTook = love.timer.getMicroTime() - the.updateStart
105
function love.load (arg)
106
opts = getopt(arg, '')
108
the.app.playback = true
109
the.app.record = false
110
elseif opts['r'] then
111
the.app.record = true
b'\\ No newline at end of file'
b'\\ No newline at end of file'