/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 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)

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
__ = require 'underscore'
6
5
--inspect = require 'inspect'
7
 
require 'pepperprof'
8
 
 
9
 
util = {
10
 
   dim = function(dir)
11
 
      if dir == 'x' then
12
 
         return 'width'
13
 
      elseif dir == 'y' then
14
 
         return 'height'
15
 
      else
16
 
         print 'dir ??'
17
 
      end
18
 
   end
19
 
}
 
6
--_ = require 'underscore'
20
7
 
21
8
Player = Animation:extend {
22
9
   image = 'data/player.png',
25
12
   sequences = {
26
13
      stand = { frames = { 1 }, fps = 1 },
27
14
      walk = { frames = { 2, 3 }, fps = 5 },
28
 
      jump = { frames = { 4 }, fps = 1 },
29
 
      climbLeft = { frames = { 5, 6 }, fps = 5 },
30
 
      climbRight = { frames = { 7, 8 }, fps = 5 }
 
15
      jump = { frames = { 4 }, fps = 1 }
31
16
   },
32
 
   collisions = {},
33
 
   onWall = false,
34
 
   leftWallAt = 0,
35
17
   onNew = function (self)
36
18
              self.velocity.y = 0
37
19
              self.maxVelocity.y = 400
38
20
           end,
39
 
   doPhysics = function (self, dir, elapsed)
40
 
                  local vel = self.velocity
41
 
                  local acc = self.acceleration
42
 
                  local drag = self.drag
43
 
                  local minVel = self.minVelocity
44
 
                  local maxVel = self.maxVelocity
45
 
 
46
 
                  -- check existence of properties
47
 
 
48
 
                  if STRICT then
49
 
                     assert(vel, 'active sprite has no velocity property')
50
 
                     assert(acc, 'active sprite has no acceleration property')
51
 
                     assert(drag, 'active sprite has no drag property')
52
 
                     assert(minVel, 'active sprite has no minVelocity property')
53
 
                     assert(maxVel, 'active sprite has no maxVelocity property')
54
 
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
55
 
                  end
56
 
 
57
 
                  vel.x = vel.x or 0
58
 
                  vel.y = vel.y or 0
59
 
                  vel.rotation = vel.rotation or 0
60
 
 
61
 
                  -- physics
62
 
 
63
 
                  if acc[dir] and acc[dir] ~= 0 then
64
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
65
 
                  else
66
 
                     if drag[dir] then
67
 
                        if vel[dir] > 0 then
68
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
69
 
                           if vel[dir] < 0 then vel[dir] = 0 end
70
 
                        elseif vel[dir] < 0 then
71
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
72
 
                           if vel[dir] > 0 then vel[dir] = 0 end
73
 
                        end
74
 
                     end
75
 
                  end
76
 
 
77
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
78
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
79
 
 
80
 
                  -- ugly hack for falling through floor on really slow frames
81
 
                  if math.abs(vel[dir] * elapsed) > 32 then
82
 
                     print('skip')
83
 
                     return
84
 
                  end
85
 
 
86
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
87
 
 
88
 
                  if self[dir] < 0 then self[dir] = 0 end
89
 
                  local edge = the.view.map[util.dim(dir)] -
90
 
                               the.player[util.dim(dir)]
91
 
                  -- TODO: take map position into account
92
 
                  if self[dir] > edge then self[dir] = edge end
93
 
               end,
94
21
   onStartFrame = function (self)
95
22
                     -- this is all in startframe so it happens before
96
23
                     -- physics calc at beginning of update
100
27
                     if self.falling then self.jumping = false end
101
28
                     --print(self.jumping, self.falling)
102
29
 
103
 
                     if (not self.onGround) and (not self.onWall) then
 
30
                     if not self:onGround() then
104
31
                        self:play('jump')
105
32
                     end
106
33
 
 
34
                     self.velocity.x = 0
107
35
                     self.acceleration.y = 800
108
36
 
109
 
                     if self.onWall then
110
 
                        self.acceleration.y = 0
111
 
 
112
 
                        if self.onWall == 'right' then
113
 
                           self:play('climbRight')
114
 
                        elseif self.onWall == 'left' then
115
 
                           self:play('climbLeft')
116
 
                        end
117
 
 
118
 
                        if the.keys:pressed('up') then
119
 
                           self.velocity.y = -200
120
 
                        elseif the.keys:pressed('down') then
121
 
                           self.velocity.y = 200
122
 
                        else
123
 
                           self.velocity.y = 0
124
 
                           self:freeze(self.sequences[self.currentName].frames[1])
125
 
                        end
126
 
                     end
127
 
 
128
37
                     if the.keys:pressed('left') then
129
38
                        self.velocity.x = -200
130
 
                        if self.onGround then self:play('walk') end
131
 
                        if self.onWall == 'right' then
132
 
                           self.onWall = false
133
 
                           self.leftWallAt = love.timer.getTime()
134
 
                        end
 
39
                        if self:onGround() then self:play('walk') end
135
40
                     elseif the.keys:pressed('right') then
136
41
                        self.velocity.x = 200
137
 
                        if self.onGround then self:play('walk') end
138
 
                        if self.onWall == 'left' then
139
 
                           self.onWall = false
140
 
                           self.leftWallAt = love.timer.getTime()
141
 
                        end
 
42
                        if self:onGround() then self:play('walk') end
142
43
                     else
143
 
                        if not self.onWall then
144
 
                           if self.onGround then self:play('stand') end
145
 
                           self.velocity.x = 0
146
 
                        end
 
44
                        if self:onGround() then self:play('stand') end
147
45
                     end
148
46
 
149
 
                     if the.keys:justPressed('up') and
150
 
                      (self.onGround or the.console.visible or
151
 
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
 
47
                     if the.keys:justPressed('up') and self:onGround() then
152
48
                        self.velocity.y = -400
153
49
                        self.jumping = true
154
50
                     end
155
51
                  end,
156
 
   update = function (self, elapsed)
157
 
               -- NOTE: this is an override, not a callback
158
 
 
159
 
               self:doPhysics('x', elapsed)
160
 
               self:collide(the.view.map)
161
 
 
162
 
               -- handle X collisions
163
 
               self.onWall = false
164
 
               for _, col in ipairs(self.collisions) do
165
 
                  col.other:displaceDir(self, 'x')
166
 
                  if self.velocity.x > 0 then
167
 
                     self.onWall = 'right'
168
 
                  elseif self.velocity.x < 0 then
169
 
                     self.onWall = 'left'
170
 
                  else
171
 
                     print 'x ??'
172
 
                  end
173
 
               end
174
 
 
175
 
               self.onGround = false -- right before Y collision callbacks
176
 
               self:doPhysics('y', elapsed)
177
 
               self:collide(the.view.map)
178
 
 
179
 
               -- handle Y collisions
180
 
               for _, col in ipairs(self.collisions) do
181
 
                  if self.velocity.y > 0 then
182
 
                     self.onGround = true
183
 
                  end
184
 
 
185
 
                  col.other:displaceDir(self, 'y')
186
 
                  self.velocity.y = 0
187
 
                  self.jumping = false
188
 
               end
189
 
 
190
 
               Animation.update(self, elapsed)
191
 
            end,
192
 
   collide = function (self, ...)
193
 
                self.collisions = {}
194
 
                Animation.collide(self, ...)
195
 
                -- I could return a true/false value here if I wanted to...
196
 
             end,
 
52
   onEndFrame = function (self)
 
53
                   --print(self.velocity.y)
 
54
                end,
197
55
   onCollide = function (self, other, xOverlap, yOverlap)
 
56
                  -- seriously, why does this even fire?
198
57
                  if other == the.view.map then return end
199
58
 
200
 
                  table.insert(self.collisions, {other = other,
201
 
                                                 xOverlap = xOverlap,
202
 
                                                 yOverlap = yOverlap })
203
 
               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
204
82
}
205
83
 
206
 
function Sprite:displaceDir(other, dir)
207
 
   if not self.solid or self == other or not other.solid then return end
208
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
209
 
 
210
 
   if other.sprites then
211
 
      -- handle groups
212
 
 
213
 
      for _, spr in pairs(other.sprites) do
214
 
         self:displace(spr, dir)
215
 
      end
216
 
   else
217
 
      -- handle sprites
218
 
      local dim = util.dim(dir)
219
 
 
220
 
      local negMove = (other[dir] - self[dir]) + other[dim]
221
 
      local posMove = (self[dir] + self[dim]) - other[dir]
222
 
 
223
 
      -- TODO: re-add hinting?
224
 
      if negMove < posMove then
225
 
         chg = - negMove
226
 
      else
227
 
         chg = posMove
228
 
      end
229
 
   end
230
 
 
231
 
   other[dir] = other[dir] + chg
232
 
end
233
 
 
234
 
function Sprite:update (elapsed)
235
 
   if self.onUpdate then self:onUpdate(elapsed) end
236
 
end
237
 
 
238
84
GameView = View:extend {
239
85
   onNew = function (self)
240
86
              self:loadLayers('data/map.lua')
244
88
              self:clampTo(self.map)
245
89
           end,
246
90
   onUpdate = function (self)
247
 
                 --print('drawTook: ', the.drawTook)
248
91
                 --print('tick')
249
 
                 --the.player:collide(self.map)
 
92
                 the.player:collide(self.map)
250
93
                 --self.map:collide(the.player)
251
94
              end
252
95
}
254
97
the.app = App:new {
255
98
   onRun = function (self)
256
99
              self.view = GameView:new()
257
 
              self.console:watch('onGround', 'the.player.onGround')
258
 
              self.console:watch('onWall', 'the.player.onWall')
259
 
              self.console:watch('updateTook', 'the.updateTook')
260
 
              self.console:watch('drawTook', 'the.drawTook')
261
 
 
262
 
              --the.profiler = newProfiler('time', 2000)
263
 
              --the.profiler = newProfiler()
264
 
              --the.profiler:start()
 
100
              --print(inspect(_(the.app):keys()))
265
101
           end,
266
102
   onUpdate = function (self, dt)
 
103
                 -- TODO: make this not work if debug console is active
267
104
                 if the.keys:justPressed('escape') then
268
 
                    if the.profiler then
269
 
                       the.profiler:stop()
270
 
                       local outfile = io.open( "profile.txt", "w+" )
271
 
                       the.profiler:report( outfile )
272
 
                       outfile:close()
273
 
                    end
274
 
 
275
 
                    self.quit()
 
105
                    love.event.quit()
276
106
                 end
277
 
              end,
278
 
   update = function (self, dt)
279
 
               the.updateStart = love.timer.getMicroTime()
280
 
               App.update(self, dt)
281
 
               if the.updateStart then
282
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
283
 
               end
284
 
            end
285
 
}
 
107
              end
 
108
}
 
 
b'\\ No newline at end of file'