14
13
stand = { frames = { 1 }, fps = 1 },
15
14
walk = { frames = { 2, 3 }, fps = 5 },
16
jump = { frames = { 4 }, fps = 1 },
17
climbLeft = { frames = { 5, 6 }, fps = 5 },
18
climbRight = { frames = { 7, 8 }, fps = 5 }
15
jump = { frames = { 4 }, fps = 1 }
23
17
onNew = function (self)
24
18
self.velocity.y = 0
25
19
self.maxVelocity.y = 400
27
doPhysics = function (self, dir, elapsed)
28
local vel = self.velocity
29
local acc = self.acceleration
30
local drag = self.drag
31
local minVel = self.minVelocity
32
local maxVel = self.maxVelocity
34
-- check existence of properties
37
assert(vel, 'active sprite has no velocity property')
38
assert(acc, 'active sprite has no acceleration property')
39
assert(drag, 'active sprite has no drag property')
40
assert(minVel, 'active sprite has no minVelocity property')
41
assert(maxVel, 'active sprite has no maxVelocity property')
42
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
47
vel.rotation = vel.rotation or 0
51
if acc[dir] and acc[dir] ~= 0 then
52
vel[dir] = vel[dir] + acc[dir] * elapsed
56
vel[dir] = vel[dir] - drag[dir] * elapsed
57
if vel[dir] < 0 then vel[dir] = 0 end
58
elseif vel[dir] < 0 then
59
vel[dir] = vel[dir] + drag[dir] * elapsed
60
if vel[dir] > 0 then vel[dir] = 0 end
65
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
66
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
68
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
70
21
onStartFrame = function (self)
71
22
-- this is all in startframe so it happens before
72
23
-- physics calc at beginning of update
76
27
if self.falling then self.jumping = false end
77
28
--print(self.jumping, self.falling)
79
if (not self.onGround) and (not self.onWall) then
30
if not self:onGround() then
83
35
self.acceleration.y = 800
86
self.acceleration.y = 0
88
if self.onWall == 'right' then
89
self:play('climbRight')
90
elseif self.onWall == 'left' then
91
self:play('climbLeft')
94
if the.keys:pressed('up') then
95
self.velocity.y = -200
96
elseif the.keys:pressed('down') then
100
self:freeze(self.sequences[self.currentName].frames[1])
104
37
if the.keys:pressed('left') then
105
38
self.velocity.x = -200
106
if self.onGround then self:play('walk') end
107
if self.onWall == 'right' then
109
self.leftWallAt = love.timer.getTime()
39
if self:onGround() then self:play('walk') end
111
40
elseif the.keys:pressed('right') then
112
41
self.velocity.x = 200
113
if self.onGround then self:play('walk') end
114
if self.onWall == 'left' then
116
self.leftWallAt = love.timer.getTime()
42
if self:onGround() then self:play('walk') end
119
if not self.onWall then
120
if self.onGround then self:play('stand') end
44
if self:onGround() then self:play('stand') end
125
if the.keys:justPressed('up') and
127
(love.timer.getTime() - self.leftWallAt < .1) ) then
47
if the.keys:justPressed('up') and self:onGround() then
128
48
self.velocity.y = -400
129
49
self.jumping = true
132
update = function (self, elapsed)
133
-- NOTE: this is an override, not a callback
135
self:doPhysics('x', elapsed)
136
self:collide(the.view.map)
138
-- handle X collisions
140
for _, col in ipairs(self.collisions) do
141
col.other:displaceDir(self, 'x')
142
if self.velocity.x > 0 then
143
self.onWall = 'right'
144
elseif self.velocity.x < 0 then
151
self.onGround = false -- right before Y collision callbacks
152
self:doPhysics('y', elapsed)
153
self:collide(the.view.map)
155
-- handle Y collisions
156
for _, col in ipairs(self.collisions) do
157
if self.velocity.y > 0 then
161
col.other:displaceDir(self, 'y')
166
Animation.update(self, elapsed)
168
collide = function (self, ...)
170
Animation.collide(self, ...)
171
-- I could return a true/false value here if I wanted to...
52
onEndFrame = function (self)
53
--print(self.velocity.y)
173
55
onCollide = function (self, other, xOverlap, yOverlap)
56
-- seriously, why does this even fire?
174
57
if other == the.view.map then return end
176
table.insert(self.collisions, {other = other,
178
yOverlap = yOverlap })
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)
62
-- assumption: any other collision is with a solid map tile
63
if yOverlap > xOverlap then
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,
68
other.width, other.height)
69
if xov ~= 0 and yov ~= 0 then
79
onGround = function (self)
80
return (not self.jumping) and (not self.falling)
182
function Sprite:displaceDir(other, dir)
183
if not self.solid or self == other or not other.solid then return end
184
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
186
if other.sprites then
189
for _, spr in pairs(other.sprites) do
190
self:displace(spr, dir)
197
elseif dir == 'y' then
203
local negMove = (other[dir] - self[dir]) + other[dim]
204
local posMove = (self[dir] + self[dim]) - other[dir]
206
-- TODO: re-add hinting?
207
if negMove < posMove then
214
other[dir] = other[dir] + chg
217
84
GameView = View:extend {
218
85
onNew = function (self)
219
86
self:loadLayers('data/map.lua')
231
97
the.app = App:new {
232
98
onRun = function (self)
233
99
self.view = GameView:new()
234
self.console:watch('onGround', 'the.player.onGround')
235
self.console:watch('onWall', 'the.player.onWall')
236
self.console:watch('updateTook', 'the.updateTook')
237
self.console:watch('drawTook', 'the.drawTook')
239
--the.profiler = newProfiler('time', 2000)
240
--the.profiler = newProfiler()
241
--the.profiler:start()
100
--print(inspect(_(the.app):keys()))
243
102
onUpdate = function (self, dt)
103
-- TODO: make this not work if debug console is active
244
104
if the.keys:justPressed('escape') then
247
local outfile = io.open( "profile.txt", "w+" )
248
the.profiler:report( outfile )
255
update = function (self, dt)
256
the.updateStart = love.timer.getMicroTime()
258
if the.updateStart then
259
the.updateTook = love.timer.getMicroTime() - the.updateStart
b'\\ No newline at end of file'