/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'
5
 
__ = require 'underscore'
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5
--inspect = require 'inspect'
7
 
require 'pepperprof'
 
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--_ = require 'underscore'
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7
 
9
8
Player = Animation:extend {
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9
   image = 'data/player.png',
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   sequences = {
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      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 }
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16
   },
20
 
   collisions = {},
21
 
   onWall = false,
22
 
   leftWallAt = 0,
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17
   onNew = function (self)
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18
              self.velocity.y = 0
25
19
              self.maxVelocity.y = 400
26
20
           end,
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
33
 
 
34
 
                  -- check existence of properties
35
 
 
36
 
                  if STRICT then
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')
43
 
                  end
44
 
 
45
 
                  vel.x = vel.x or 0
46
 
                  vel.y = vel.y or 0
47
 
                  vel.rotation = vel.rotation or 0
48
 
 
49
 
                  -- physics
50
 
 
51
 
                  if acc[dir] and acc[dir] ~= 0 then
52
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
53
 
                  else
54
 
                     if drag[dir] then
55
 
                        if vel[dir] > 0 then
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
61
 
                        end
62
 
                     end
63
 
                  end
64
 
 
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
67
 
 
68
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
69
 
               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)
78
29
 
79
 
                     if (not self.onGround) and (not self.onWall) then
 
30
                     if not self:onGround() then
80
31
                        self:play('jump')
81
32
                     end
82
33
 
 
34
                     self.velocity.x = 0
83
35
                     self.acceleration.y = 800
84
36
 
85
 
                     if self.onWall then
86
 
                        self.acceleration.y = 0
87
 
 
88
 
                        if self.onWall == 'right' then
89
 
                           self:play('climbRight')
90
 
                        elseif self.onWall == 'left' then
91
 
                           self:play('climbLeft')
92
 
                        end
93
 
 
94
 
                        if the.keys:pressed('up') then
95
 
                           self.velocity.y = -200
96
 
                        elseif the.keys:pressed('down') then
97
 
                           self.velocity.y = 200
98
 
                        else
99
 
                           self.velocity.y = 0
100
 
                           self:freeze(self.sequences[self.currentName].frames[1])
101
 
                        end
102
 
                     end
103
 
 
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
108
 
                           self.onWall = false
109
 
                           self.leftWallAt = love.timer.getTime()
110
 
                        end
 
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
115
 
                           self.onWall = false
116
 
                           self.leftWallAt = love.timer.getTime()
117
 
                        end
 
42
                        if self:onGround() then self:play('walk') end
118
43
                     else
119
 
                        if not self.onWall then
120
 
                           if self.onGround then self:play('stand') end
121
 
                           self.velocity.x = 0
122
 
                        end
 
44
                        if self:onGround() then self:play('stand') end
123
45
                     end
124
46
 
125
 
                     if the.keys:justPressed('up') and
126
 
                      (self.onGround or
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
130
50
                     end
131
51
                  end,
132
 
   update = function (self, elapsed)
133
 
               -- NOTE: this is an override, not a callback
134
 
 
135
 
               self:doPhysics('x', elapsed)
136
 
               self:collide(the.view.map)
137
 
 
138
 
               -- handle X collisions
139
 
               self.onWall = false
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
145
 
                     self.onWall = 'left'
146
 
                  else
147
 
                     print 'x ??'
148
 
                  end
149
 
               end
150
 
 
151
 
               self.onGround = false -- right before Y collision callbacks
152
 
               self:doPhysics('y', elapsed)
153
 
               self:collide(the.view.map)
154
 
 
155
 
               -- handle Y collisions
156
 
               for _, col in ipairs(self.collisions) do
157
 
                  if self.velocity.y > 0 then
158
 
                     self.onGround = true
159
 
                  end
160
 
 
161
 
                  col.other:displaceDir(self, 'y')
162
 
                  self.velocity.y = 0
163
 
                  self.jumping = false
164
 
               end
165
 
 
166
 
               Animation.update(self, elapsed)
167
 
            end,
168
 
   collide = function (self, ...)
169
 
                self.collisions = {}
170
 
                Animation.collide(self, ...)
171
 
                -- I could return a true/false value here if I wanted to...
172
 
             end,
 
52
   onEndFrame = function (self)
 
53
                   --print(self.velocity.y)
 
54
                end,
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55
   onCollide = function (self, other, xOverlap, yOverlap)
 
56
                  -- seriously, why does this even fire?
174
57
                  if other == the.view.map then return end
175
58
 
176
 
                  table.insert(self.collisions, {other = other,
177
 
                                                 xOverlap = xOverlap,
178
 
                                                 yOverlap = yOverlap })
179
 
               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
 
64
                     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,
 
68
                                                   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
180
82
}
181
83
 
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
185
 
 
186
 
   if other.sprites then
187
 
      -- handle groups
188
 
 
189
 
      for _, spr in pairs(other.sprites) do
190
 
         self:displace(spr, dir)
191
 
      end
192
 
   else
193
 
      -- handle sprites
194
 
      local dim
195
 
      if dir == 'x' then
196
 
         dim = 'width'
197
 
      elseif dir == 'y' then
198
 
         dim = 'height'
199
 
      else
200
 
         print 'dir ??'
201
 
      end
202
 
 
203
 
      local negMove = (other[dir] - self[dir]) + other[dim]
204
 
      local posMove = (self[dir] + self[dim]) - other[dir]
205
 
 
206
 
      -- TODO: re-add hinting?
207
 
      if negMove < posMove then
208
 
         chg = - negMove
209
 
      else
210
 
         chg = posMove
211
 
      end
212
 
   end
213
 
 
214
 
   other[dir] = other[dir] + chg
215
 
end
216
 
 
217
84
GameView = View:extend {
218
85
   onNew = function (self)
219
86
              self:loadLayers('data/map.lua')
223
89
           end,
224
90
   onUpdate = function (self)
225
91
                 --print('tick')
226
 
                 --the.player:collide(self.map)
 
92
                 the.player:collide(self.map)
227
93
                 --self.map:collide(the.player)
228
94
              end
229
95
}
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')
238
 
 
239
 
              --the.profiler = newProfiler('time', 2000)
240
 
              --the.profiler = newProfiler()
241
 
              --the.profiler:start()
 
100
              --print(inspect(_(the.app):keys()))
242
101
           end,
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
245
 
                    if the.profiler then
246
 
                       the.profiler:stop()
247
 
                       local outfile = io.open( "profile.txt", "w+" )
248
 
                       the.profiler:report( outfile )
249
 
                       outfile:close()
250
 
                    end
251
 
 
252
 
                    self.quit()
 
105
                    love.event.quit()
253
106
                 end
254
 
              end,
255
 
   update = function (self, dt)
256
 
               the.updateStart = love.timer.getMicroTime()
257
 
               App.update(self, dt)
258
 
               if the.updateStart then
259
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
260
 
               end
261
 
            end
262
 
}
 
107
              end
 
108
}
 
 
b'\\ No newline at end of file'