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 }
35
17
onNew = function (self)
36
18
self.velocity.y = 0
37
19
self.maxVelocity.y = 400
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
46
-- check existence of properties
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')
59
vel.rotation = vel.rotation or 0
63
if acc[dir] and acc[dir] ~= 0 then
64
vel[dir] = vel[dir] + acc[dir] * elapsed
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
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
80
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
82
if self[dir] < 0 then self[dir] = 0 end
83
local edge = the.view.map[util.dim(dir)] -
84
the.player[util.dim(dir)]
85
-- TODO: take map position into account
86
if self[dir] > edge then self[dir] = edge end
88
21
onStartFrame = function (self)
89
22
-- this is all in startframe so it happens before
90
23
-- physics calc at beginning of update
94
27
if self.falling then self.jumping = false end
95
28
--print(self.jumping, self.falling)
97
if (not self.onGround) and (not self.onWall) then
30
if not self:onGround() then
101
35
self.acceleration.y = 800
104
self.acceleration.y = 0
106
if self.onWall == 'right' then
107
self:play('climbRight')
108
elseif self.onWall == 'left' then
109
self:play('climbLeft')
112
if the.keys:pressed('up') then
113
self.velocity.y = -200
114
elseif the.keys:pressed('down') then
115
self.velocity.y = 200
118
self:freeze(self.sequences[self.currentName].frames[1])
122
37
if the.keys:pressed('left') then
123
38
self.velocity.x = -200
124
if self.onGround then self:play('walk') end
125
if self.onWall == 'right' then
127
self.leftWallAt = love.timer.getTime()
39
if self:onGround() then self:play('walk') end
129
40
elseif the.keys:pressed('right') then
130
41
self.velocity.x = 200
131
if self.onGround then self:play('walk') end
132
if self.onWall == 'left' then
134
self.leftWallAt = love.timer.getTime()
42
if self:onGround() then self:play('walk') end
137
if not self.onWall then
138
if self.onGround then self:play('stand') end
44
if self:onGround() then self:play('stand') end
143
if the.keys:justPressed('up') and
144
(self.onGround or the.console.visible or
145
(love.timer.getTime() - self.leftWallAt < .1) ) then
47
if the.keys:justPressed('up') and self:onGround() then
146
48
self.velocity.y = -400
147
49
self.jumping = true
150
update = function (self, elapsed)
151
-- NOTE: this is an override, not a callback
153
self:doPhysics('x', elapsed)
154
self:collide(the.view.map)
156
-- handle X collisions
158
for _, col in ipairs(self.collisions) do
159
col.other:displaceDir(self, 'x')
160
if self.velocity.x > 0 then
161
self.onWall = 'right'
162
elseif self.velocity.x < 0 then
169
self.onGround = false -- right before Y collision callbacks
170
self:doPhysics('y', elapsed)
171
self:collide(the.view.map)
173
-- handle Y collisions
174
for _, col in ipairs(self.collisions) do
175
if self.velocity.y > 0 then
179
col.other:displaceDir(self, 'y')
184
Animation.update(self, elapsed)
186
collide = function (self, ...)
188
Animation.collide(self, ...)
189
-- I could return a true/false value here if I wanted to...
52
onEndFrame = function (self)
53
--print(self.velocity.y)
191
55
onCollide = function (self, other, xOverlap, yOverlap)
56
-- seriously, why does this even fire?
192
57
if other == the.view.map then return end
194
table.insert(self.collisions, {other = other,
196
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)
200
function Sprite:displaceDir(other, dir)
201
if not self.solid or self == other or not other.solid then return end
202
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
204
if other.sprites then
207
for _, spr in pairs(other.sprites) do
208
self:displace(spr, dir)
212
local dim = util.dim(dir)
214
local negMove = (other[dir] - self[dir]) + other[dim]
215
local posMove = (self[dir] + self[dim]) - other[dir]
217
-- TODO: re-add hinting?
218
if negMove < posMove then
225
other[dir] = other[dir] + chg
228
84
GameView = View:extend {
229
85
onNew = function (self)
230
86
self:loadLayers('data/map.lua')
242
97
the.app = App:new {
243
98
onRun = function (self)
244
99
self.view = GameView:new()
245
self.console:watch('onGround', 'the.player.onGround')
246
self.console:watch('onWall', 'the.player.onWall')
247
self.console:watch('updateTook', 'the.updateTook')
248
self.console:watch('drawTook', 'the.drawTook')
250
--the.profiler = newProfiler('time', 2000)
251
--the.profiler = newProfiler()
252
--the.profiler:start()
100
--print(inspect(_(the.app):keys()))
254
102
onUpdate = function (self, dt)
255
if the.keys:justPressed('escape') then
258
local outfile = io.open( "profile.txt", "w+" )
259
the.profiler:report( outfile )
103
if the.keys:justPressed('escape') and
104
not self.console.visible then
266
update = function (self, dt)
267
the.updateStart = love.timer.getMicroTime()
269
if the.updateStart then
270
the.updateTook = love.timer.getMicroTime() - the.updateStart
b'\\ No newline at end of file'