/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-09 05:02:20 UTC
  • Revision ID: josh@9ix.org-20130309050220-bd1ybunyhk8fhwyw
reapply jump animation after Y collision.  (there's a frame of no 
jumping no falling that I can't do anything about w/o doing better 
collision handling)

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DEBUG = true
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require 'zoetrope'
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__ = require 'underscore'
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--inspect = require 'inspect'
 
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--_ = require 'underscore'
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Player = Animation:extend {
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   image = 'data/player.png',
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   sequences = {
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      stand = { frames = { 1 }, fps = 1 },
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      walk = { frames = { 2, 3 }, fps = 5 },
15
 
      jump = { frames = { 4 }, fps = 1 },
16
 
      climbLeft = { frames = { 5, 6 }, fps = 5 },
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      climbRight = { frames = { 7, 8 }, fps = 5 }
 
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      jump = { frames = { 4 }, fps = 1 }
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   },
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   collisions = {},
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   onWall = false,
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   onNew = function (self)
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              self.velocity.y = 0
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              self.maxVelocity.y = 400
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           end,
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   doPhysics = function (self, dir, elapsed)
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                  local vel = self.velocity
27
 
                  local acc = self.acceleration
28
 
                  local drag = self.drag
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                  local minVel = self.minVelocity
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                  local maxVel = self.maxVelocity
31
 
 
32
 
                  -- check existence of properties
33
 
 
34
 
                  if STRICT then
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                     assert(vel, 'active sprite has no velocity property')
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                     assert(acc, 'active sprite has no acceleration property')
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                     assert(drag, 'active sprite has no drag property')
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                     assert(minVel, 'active sprite has no minVelocity property')
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                     assert(maxVel, 'active sprite has no maxVelocity property')
40
 
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
41
 
                  end
42
 
 
43
 
                  vel.x = vel.x or 0
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                  vel.y = vel.y or 0
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                  vel.rotation = vel.rotation or 0
46
 
 
47
 
                  -- physics
48
 
 
49
 
                  if acc[dir] and acc[dir] ~= 0 then
50
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
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                  else
52
 
                     if drag[dir] then
53
 
                        if vel[dir] > 0 then
54
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
55
 
                           if vel[dir] < 0 then vel[dir] = 0 end
56
 
                        elseif vel[dir] < 0 then
57
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
58
 
                           if vel[dir] > 0 then vel[dir] = 0 end
59
 
                        end
60
 
                     end
61
 
                  end
62
 
 
63
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
64
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
65
 
 
66
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
67
 
               end,
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   onStartFrame = function (self)
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                     -- this is all in startframe so it happens before
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                     -- physics calc at beginning of update
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27
                     if self.falling then self.jumping = false end
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                     --print(self.jumping, self.falling)
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77
 
                     if (not self.onGround) and (not self.onWall) then
 
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                     if not self:onGround() then
78
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                        self:play('jump')
79
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                     end
80
33
 
 
34
                     self.velocity.x = 0
81
35
                     self.acceleration.y = 800
82
36
 
83
 
                     if self.onWall then
84
 
                        self.acceleration.y = 0
85
 
 
86
 
                        if self.onWall == 'right' then
87
 
                           self:play('climbRight')
88
 
                        elseif self.onWall == 'left' then
89
 
                           self:play('climbLeft')
90
 
                        end
91
 
 
92
 
                        if the.keys:pressed('up') then
93
 
                           self.velocity.y = -200
94
 
                        elseif the.keys:pressed('down') then
95
 
                           self.velocity.y = 200
96
 
                        else
97
 
                           self.velocity.y = 0
98
 
                           self:freeze(self.sequences[self.currentName].frames[1])
99
 
                        end
100
 
                     end
101
 
 
102
37
                     if the.keys:pressed('left') then
103
38
                        self.velocity.x = -200
104
 
                        if self.onGround then self:play('walk') end
105
 
                        if self.onWall == 'right' then self.onWall = false end
 
39
                        if self:onGround() then self:play('walk') end
106
40
                     elseif the.keys:pressed('right') then
107
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                        self.velocity.x = 200
108
 
                        if self.onGround then self:play('walk') end
109
 
                        if self.onWall == 'left' then self.onWall = false end
 
42
                        if self:onGround() then self:play('walk') end
110
43
                     else
111
 
                        if not self.onWall then
112
 
                           if self.onGround then self:play('stand') end
113
 
                           self.velocity.x = 0
114
 
                        end
 
44
                        if self:onGround() then self:play('stand') end
115
45
                     end
116
46
 
117
 
                     if the.keys:justPressed('up') and self.onGround then
 
47
                     if the.keys:justPressed('up') and self:onGround() then
118
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                        self.velocity.y = -400
119
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                        self.jumping = true
120
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                     end
121
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                  end,
122
 
   update = function (self, elapsed)
123
 
               -- NOTE: this is an override, not a callback
124
 
 
125
 
               self:doPhysics('x', elapsed)
126
 
               self:collide(the.view.map)
127
 
 
128
 
               -- handle X collisions
129
 
               self.onWall = false
130
 
               for _, col in ipairs(self.collisions) do
131
 
                  col.other:displaceDir(self, 'x')
132
 
                  if self.velocity.x > 0 then
133
 
                     self.onWall = 'right'
134
 
                  elseif self.velocity.x < 0 then
135
 
                     self.onWall = 'left'
136
 
                  else
137
 
                     print 'x ??'
138
 
                  end
139
 
               end
140
 
 
141
 
               self.onGround = false -- right before Y collision callbacks
142
 
               self:doPhysics('y', elapsed)
143
 
               self:collide(the.view.map)
144
 
 
145
 
               -- handle Y collisions
146
 
               for _, col in ipairs(self.collisions) do
147
 
                  if self.velocity.y > 0 then
148
 
                     self.onGround = true
149
 
                  end
150
 
 
151
 
                  col.other:displaceDir(self, 'y')
152
 
                  self.velocity.y = 0
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                  self.jumping = false
154
 
               end
155
 
 
156
 
               Animation.update(self, elapsed)
157
 
            end,
158
 
   collide = function (self, ...)
159
 
                self.collisions = {}
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                Animation.collide(self, ...)
161
 
                -- I could return a true/false value here if I wanted to...
162
 
             end,
 
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   onEndFrame = function (self)
 
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                   --print(self.velocity.y)
 
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                end,
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   onCollide = function (self, other, xOverlap, yOverlap)
 
56
                  -- seriously, why does this even fire?
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                  if other == the.view.map then return end
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58
 
166
 
                  table.insert(self.collisions, {other = other,
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                                                 xOverlap = xOverlap,
168
 
                                                 yOverlap = yOverlap })
169
 
               end
 
59
                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
 
60
                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
 
61
 
 
62
                  -- assumption: any other collision is with a solid map tile
 
63
                  if yOverlap > xOverlap then
 
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                     other:displace(self)
 
65
                  elseif xOverlap > yOverlap then
 
66
                     -- check if we've moved since collisions were generated
 
67
                     local xov, yov = self:overlap(other.x, other.y,
 
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                                                   other.width, other.height)
 
69
                     if xov ~= 0 and yov ~= 0 then
 
70
                        self.velocity.y = 0
 
71
                        other:displace(self)
 
72
                        self.jumping = false
 
73
                     end
 
74
                  else
 
75
                     print('??')
 
76
                  end
 
77
 
 
78
               end,
 
79
   onGround = function (self)
 
80
                 return (not self.jumping) and (not self.falling)
 
81
              end
170
82
}
171
83
 
172
 
function Sprite:displaceDir(other, dir)
173
 
   if not self.solid or self == other or not other.solid then return end
174
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
175
 
 
176
 
   if other.sprites then
177
 
      -- handle groups
178
 
 
179
 
      for _, spr in pairs(other.sprites) do
180
 
         self:displace(spr, dir)
181
 
      end
182
 
   else
183
 
      -- handle sprites
184
 
      local dim
185
 
      if dir == 'x' then
186
 
         dim = 'width'
187
 
      elseif dir == 'y' then
188
 
         dim = 'height'
189
 
      else
190
 
         print 'dir ??'
191
 
      end
192
 
 
193
 
      local negMove = (other[dir] - self[dir]) + other[dim]
194
 
      local posMove = (self[dir] + self[dim]) - other[dir]
195
 
 
196
 
      -- TODO: re-add hinting?
197
 
      if negMove < posMove then
198
 
         chg = - negMove
199
 
      else
200
 
         chg = posMove
201
 
      end
202
 
   end
203
 
 
204
 
   other[dir] = other[dir] + chg
205
 
end
206
 
 
207
84
GameView = View:extend {
208
85
   onNew = function (self)
209
86
              self:loadLayers('data/map.lua')
213
89
           end,
214
90
   onUpdate = function (self)
215
91
                 --print('tick')
216
 
                 --the.player:collide(self.map)
 
92
                 the.player:collide(self.map)
217
93
                 --self.map:collide(the.player)
218
94
              end
219
95
}
221
97
the.app = App:new {
222
98
   onRun = function (self)
223
99
              self.view = GameView:new()
224
 
              self.console:watch('onGround', 'the.player.onGround')
225
 
              self.console:watch('onWall', 'the.player.onWall')
 
100
              --print(inspect(_(the.app):keys()))
226
101
           end,
227
102
   onUpdate = function (self, dt)
228
 
                 if the.keys:justPressed('escape') and 
229
 
                   not self.console.visible then
230
 
                    self.quit()
 
103
                 -- TODO: make this not work if debug console is active
 
104
                 if the.keys:justPressed('escape') then
 
105
                    love.event.quit()
231
106
                 end
232
107
              end
233
108
}
 
 
b'\\ No newline at end of file'