/zoeplat

To get this branch, use:
bzr branch http://9ix.org/bzr/zoeplat

« back to all changes in this revision

Viewing changes to main.lua

  • 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

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
 
5
--inspect = require 'inspect'
 
6
--_ = require 'underscore'
5
7
 
6
8
Player = Animation:extend {
7
9
   image = 'data/player.png',
20
22
                     -- this is all in startframe so it happens before
21
23
                     -- physics calc at beginning of update
22
24
 
 
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)
 
29
 
23
30
                     self.velocity.x = 0
24
31
                     self.acceleration.y = 800
25
32
 
26
33
                     if the.keys:pressed('left') then
27
34
                        self.velocity.x = -200
28
 
                        self:play('walk')
 
35
                        if self:onGround() then self:play('walk') end
29
36
                     elseif the.keys:pressed('right') then
30
37
                        self.velocity.x = 200
31
 
                        self:play('walk')
 
38
                        if self:onGround() then self:play('walk') end
32
39
                     else
33
 
                        self:play('stand')
 
40
                        if self:onGround() then self:play('stand') end
34
41
                     end
35
42
 
36
 
                     if the.keys:justPressed('up') then
 
43
                     if the.keys:justPressed('up') and self:onGround() then
37
44
                        self.velocity.y = -400
 
45
                        self.jumping = true
 
46
                        self:play('jump')
38
47
                     end
39
48
                  end,
 
49
   onEndFrame = function (self)
 
50
                   --print(self.velocity.y)
 
51
                end,
40
52
   onCollide = function (self, other, xOverlap, yOverlap)
41
53
                  -- seriously, why does this even fire?
42
54
                  if other == the.view.map then return end
54
66
                     if xov ~= 0 and yov ~= 0 then
55
67
                        self.velocity.y = 0
56
68
                        other:displace(self)
 
69
                        self.jumping = false
57
70
                     end
58
71
                  else
59
72
                     print('??')
60
73
                  end
61
74
 
62
 
               end
 
75
               end,
 
76
   onGround = function (self)
 
77
                 return (not self.jumping) and (not self.falling)
 
78
              end
63
79
}
64
80
 
65
81
GameView = View:extend {
78
94
the.app = App:new {
79
95
   onRun = function (self)
80
96
              self.view = GameView:new()
 
97
              --print(inspect(_(the.app):keys()))
81
98
           end,
82
99
   onUpdate = function (self, dt)
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
 
100
                 -- TODO: make this not work if debug console is active
 
101
                 if the.keys:justPressed('escape') then
 
102
                    love.event.quit()
 
103
                 end
87
104
              end
88
105
}
 
 
b'\\ No newline at end of file'