/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 'pepperprof'
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require 'getopt_alt'
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require 'sprite'
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require 'animation'
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require 'player'
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require 'balloon'
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util = {
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   dim = function(dir)
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      if dir == 'x' then
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         return 'width'
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      elseif dir == 'y' then
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         return 'height'
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      else
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         if STRICT then error('dir '..dir) end
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      end
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   end
 
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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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   height = 32,
 
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   width = 32,
 
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   sequences = {
 
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      stand = { frames = { 1 }, fps = 1 },
 
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      walk = { frames = { 2, 3 }, fps = 5 },
 
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      jump = { frames = { 4 }, fps = 1 }
 
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   },
 
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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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   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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                     -- jumping/falling updates could go in EndFrame...
 
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                     self.falling = self.velocity.y > 0
 
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                     if self.falling then self.jumping = false end
 
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                     --print(self.jumping, self.falling)
 
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                     if not self:onGround() then
 
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                        self:play('jump')
 
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                     end
 
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                     self.velocity.x = 0
 
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                     self.acceleration.y = 800
 
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                     if the.keys:pressed('left') then
 
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                        self.velocity.x = -200
 
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                        if self:onGround() then self:play('walk') end
 
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                     elseif the.keys:pressed('right') then
 
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                        self.velocity.x = 200
 
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                        if self:onGround() then self:play('walk') end
 
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                     else
 
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                        if self:onGround() then self:play('stand') end
 
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                     end
 
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                     if the.keys:justPressed('up') and self:onGround() then
 
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                        self.velocity.y = -400
 
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                        self.jumping = true
 
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                     end
 
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                  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)
 
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                  -- seriously, why does this even fire?
 
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                  if other == the.view.map then return end
 
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                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
 
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                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
 
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                  -- assumption: any other collision is with a solid map tile
 
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                  if yOverlap > xOverlap then
 
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                     other:displace(self)
 
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                  elseif xOverlap > yOverlap then
 
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                     -- check if we've moved since collisions were generated
 
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                     local xov, yov = self:overlap(other.x, other.y,
 
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                                                   other.width, other.height)
 
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                     if xov ~= 0 and yov ~= 0 then
 
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                        self.velocity.y = 0
 
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                        other:displace(self)
 
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                        self.jumping = false
 
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                     end
 
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                  else
 
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                     print('??')
 
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                  end
 
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               end,
 
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   onGround = function (self)
 
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                 return (not self.jumping) and (not self.falling)
 
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              end
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}
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GameView = View:extend {
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              self:loadLayers('data/map.lua')
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              self.focus = the.player
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              self:clampTo(self.map)
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              the.recorder = Recorder:new{mousePosInterval = 9999}
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              the.app.meta:add(the.recorder)
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              if the.app.record then
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                 the.recorder:startRecording()
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              elseif the.app.playback then
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                 local storage = Storage:new{filename = 'record.lua'}
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                 storage:load()
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                 --print(inspect(storage.data))
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                 the.recorder.record = storage.data
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                 the.recorder:startPlaying()
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              end
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           end,
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   onUpdate = function (self)
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                 --print('drawTook: ', the.drawTook)
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                 --print('tick')
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                 --the.player:collide(self.map)
 
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                 the.player:collide(self.map)
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                 --self.map:collide(the.player)
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              end,
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   -- draw = function (self, x, y)
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   --           View.draw(self, x, y)
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   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
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   --        end
 
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              end
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}
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the.app = App:new {
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   record = true,
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   onRun = function (self)
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              self.view = GameView:new()
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              if DEBUG then
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                 self.console:watch('onGround', 'the.player.onGround')
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                 self.console:watch('onWall', 'the.player.onWall')
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                 self.console:watch('updateTook', 'the.updateTook')
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                 self.console:watch('drawTook', 'the.drawTook')
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                 self.console:watch('recorder state', 'the.recorder.state')
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              end
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              --the.profiler = newProfiler('time', 2000)
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              --the.profiler = newProfiler()
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              --the.profiler:start()
 
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              --print(inspect(_(the.app):keys()))
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           end,
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   onUpdate = function (self, dt)
 
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                 -- TODO: make this not work if debug console is active
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                 if the.keys:justPressed('escape') then
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                    if the.profiler then
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                       the.profiler:stop()
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                       local outfile = io.open( "profile.txt", "w+" )
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                       the.profiler:report( outfile )
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                       outfile:close()
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                    end
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                    if self.record then
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                       if not love.filesystem.remove('record.lua') then
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                          print('could not remove record.lua')
86
 
                       end
87
 
                       local storage = Storage:new{
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                          data = the.recorder.record,
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                          filename = 'record.lua'
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                       }
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                       storage:save(false)
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                       --print(inspect(the.recorder.record))
93
 
                    end
94
 
 
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                    self.quit()
 
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                    love.event.quit()
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                 end
97
 
              end,
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   update = function (self, dt)
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               the.updateStart = love.timer.getMicroTime()
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               App.update(self, dt)
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               if the.updateStart then
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                  the.updateTook = love.timer.getMicroTime() - the.updateStart
103
 
               end
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            end
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}
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function love.load (arg)
108
 
   opts = getopt(arg, '')
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   if opts['p'] then
110
 
      the.app.playback = true
111
 
      the.app.record = false
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   elseif opts['r'] then
113
 
      the.app.record = true
114
 
   end
115
 
 
116
 
   the.app:run()
117
 
end
 
 
b'\\ No newline at end of file'
 
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              end
 
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}
 
 
b'\\ No newline at end of file'