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Viewing changes to zoetrope/core/sprite.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)

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                if self.onStartFrame then self:onStartFrame(elapsed) end
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        end,
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        doPhysics = function (self, elapsed)
 
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        update = function (self, elapsed)
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                local vel = self.velocity
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                local acc = self.acceleration
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                local drag = self.drag
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                if vel.x ~= 0 then self.x = self.x + vel.x * elapsed end
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                if vel.y ~= 0 then self.y = self.y + vel.y * elapsed end
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                if vel.rotation ~= 0 then self.rotation = self.rotation + vel.rotation * elapsed end
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        end,
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        update = function (self, elapsed)
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                    if self.onUpdate then self:onUpdate(elapsed) end
 
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                if self.onUpdate then self:onUpdate(elapsed) end
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        end,
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        endFrame = function (self, elapsed)