14
14
walk = { frames = { 2, 3 }, fps = 5 },
15
15
jump = { frames = { 4 }, fps = 1 }
19
17
onNew = function (self)
20
18
self.velocity.y = 0
21
19
self.maxVelocity.y = 400
23
doPhysics = function (self, dir, elapsed)
24
local vel = self.velocity
25
local acc = self.acceleration
26
local drag = self.drag
27
local minVel = self.minVelocity
28
local maxVel = self.maxVelocity
30
-- check existence of properties
33
assert(vel, 'active sprite has no velocity property')
34
assert(acc, 'active sprite has no acceleration property')
35
assert(drag, 'active sprite has no drag property')
36
assert(minVel, 'active sprite has no minVelocity property')
37
assert(maxVel, 'active sprite has no maxVelocity property')
38
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
43
vel.rotation = vel.rotation or 0
47
if acc[dir] and acc[dir] ~= 0 then
48
vel[dir] = vel[dir] + acc[dir] * elapsed
52
vel[dir] = vel[dir] - drag[dir] * elapsed
53
if vel[dir] < 0 then vel[dir] = 0 end
54
elseif vel[dir] < 0 then
55
vel[dir] = vel[dir] + drag[dir] * elapsed
56
if vel[dir] > 0 then vel[dir] = 0 end
61
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
62
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
64
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
66
21
onStartFrame = function (self)
67
22
-- this is all in startframe so it happens before
68
23
-- physics calc at beginning of update
72
27
if self.falling then self.jumping = false end
73
28
--print(self.jumping, self.falling)
75
if (not self.onGround) and (not self.onWall) then
30
if not self:onGround() then
79
34
self.velocity.x = 0
80
35
self.acceleration.y = 800
83
self.acceleration.y = 0
85
if the.keys:pressed('up') then
86
self.velocity.y = -200
88
elseif the.keys:pressed('down') then
97
37
if the.keys:pressed('left') then
98
38
self.velocity.x = -200
99
if self.onGround then self:play('walk') end
100
if self.onWall == 'right' then self.onWall = false end
101
if self.onWall == 'right' then self.onWall = false end
39
if self:onGround() then self:play('walk') end
102
40
elseif the.keys:pressed('right') then
103
41
self.velocity.x = 200
104
if self.onGround then self:play('walk') end
105
if self.onWall == 'left' then self.onWall = false end
42
if self:onGround() then self:play('walk') end
107
if self.onGround then self:play('stand') end
44
if self:onGround() then self:play('stand') end
110
if the.keys:justPressed('up') and self.onGround then
47
if the.keys:justPressed('up') and self:onGround() then
111
48
self.velocity.y = -400
112
49
self.jumping = true
115
update = function (self, elapsed)
116
-- NOTE: this is an override, not a callback
118
self:doPhysics('x', elapsed)
119
self:collide(the.view.map)
121
-- handle X collisions
122
for _, col in ipairs(self.collisions) do
123
col.other:displaceDir(self, 'x')
124
if self.velocity.x > 0 then
125
self.onWall = 'right'
126
elseif self.velocity.x < 0 then
133
self.onGround = false -- right before Y collision callbacks
134
self:doPhysics('y', elapsed)
135
self:collide(the.view.map)
137
-- handle Y collisions
138
for _, col in ipairs(self.collisions) do
139
if self.velocity.y > 0 then
143
col.other:displaceDir(self, 'y')
148
Animation.update(self, elapsed)
150
collide = function (self, ...)
152
Animation.collide(self, ...)
153
-- I could return a true/false value here if I wanted to...
52
onEndFrame = function (self)
53
--print(self.velocity.y)
155
55
onCollide = function (self, other, xOverlap, yOverlap)
56
-- seriously, why does this even fire?
156
57
if other == the.view.map then return end
158
table.insert(self.collisions, {other = other,
160
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)
164
function Sprite:displaceDir(other, dir)
165
if not self.solid or self == other or not other.solid then return end
166
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
168
if other.sprites then
171
for _, spr in pairs(other.sprites) do
172
self:displace(spr, dir)
179
elseif dir == 'y' then
185
local negMove = (other[dir] - self[dir]) + other[dim]
186
local posMove = (self[dir] + self[dim]) - other[dir]
188
-- TODO: re-add hinting?
189
if negMove < posMove then
196
other[dir] = other[dir] + chg
199
84
GameView = View:extend {
200
85
onNew = function (self)
201
86
self:loadLayers('data/map.lua')