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
35
self.acceleration.y = 800
82
self.acceleration.y = 0
84
if the.keys:pressed('up') then
85
self.velocity.y = -200
87
elseif the.keys:pressed('down') then
96
37
if the.keys:pressed('left') then
97
38
self.velocity.x = -200
98
if self.onGround then self:play('walk') end
99
if self.onWall == 'right' then self.onWall = false end
39
if self:onGround() then self:play('walk') end
100
40
elseif the.keys:pressed('right') then
101
41
self.velocity.x = 200
102
if self.onGround then self:play('walk') end
103
if self.onWall == 'left' then self.onWall = false end
42
if self:onGround() then self:play('walk') end
105
if self.onGround then self:play('stand') end
106
if not self.onWall then
44
if self:onGround() then self:play('stand') end
111
if the.keys:justPressed('up') and self.onGround then
47
if the.keys:justPressed('up') and self:onGround() then
112
48
self.velocity.y = -400
113
49
self.jumping = true
116
update = function (self, elapsed)
117
-- NOTE: this is an override, not a callback
119
self:doPhysics('x', elapsed)
120
self:collide(the.view.map)
122
-- handle X collisions
124
for _, col in ipairs(self.collisions) do
125
col.other:displaceDir(self, 'x')
126
if self.velocity.x > 0 then
127
self.onWall = 'right'
128
elseif self.velocity.x < 0 then
135
self.onGround = false -- right before Y collision callbacks
136
self:doPhysics('y', elapsed)
137
self:collide(the.view.map)
139
-- handle Y collisions
140
for _, col in ipairs(self.collisions) do
141
if self.velocity.y > 0 then
145
col.other:displaceDir(self, 'y')
150
Animation.update(self, elapsed)
152
collide = function (self, ...)
154
Animation.collide(self, ...)
155
-- I could return a true/false value here if I wanted to...
52
onEndFrame = function (self)
53
--print(self.velocity.y)
157
55
onCollide = function (self, other, xOverlap, yOverlap)
56
-- seriously, why does this even fire?
158
57
if other == the.view.map then return end
160
table.insert(self.collisions, {other = other,
162
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)
166
function Sprite:displaceDir(other, dir)
167
if not self.solid or self == other or not other.solid then return end
168
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
170
if other.sprites then
173
for _, spr in pairs(other.sprites) do
174
self:displace(spr, dir)
181
elseif dir == 'y' then
187
local negMove = (other[dir] - self[dir]) + other[dim]
188
local posMove = (self[dir] + self[dim]) - other[dir]
190
-- TODO: re-add hinting?
191
if negMove < posMove then
198
other[dir] = other[dir] + chg
201
84
GameView = View:extend {
202
85
onNew = function (self)
203
86
self:loadLayers('data/map.lua')