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
-- ugly hack for falling through floor on really slow frames
81
if math.abs(vel[dir] * elapsed) > 32 then
86
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
88
if self[dir] < 0 then self[dir] = 0 end
89
local edge = the.view.map[util.dim(dir)] -
90
the.player[util.dim(dir)]
91
-- TODO: take map position into account
92
if self[dir] > edge then self[dir] = edge end
94
21
onStartFrame = function (self)
95
22
-- this is all in startframe so it happens before
96
23
-- physics calc at beginning of update
100
27
if self.falling then self.jumping = false end
101
28
--print(self.jumping, self.falling)
103
if (not self.onGround) and (not self.onWall) then
30
if not self:onGround() then
107
35
self.acceleration.y = 800
110
self.acceleration.y = 0
112
if self.onWall == 'right' then
113
self:play('climbRight')
114
elseif self.onWall == 'left' then
115
self:play('climbLeft')
118
if the.keys:pressed('up') then
119
self.velocity.y = -200
120
elseif the.keys:pressed('down') then
121
self.velocity.y = 200
124
self:freeze(self.sequences[self.currentName].frames[1])
128
37
if the.keys:pressed('left') then
129
38
self.velocity.x = -200
130
if self.onGround then self:play('walk') end
131
if self.onWall == 'right' then
133
self.leftWallAt = love.timer.getTime()
39
if self:onGround() then self:play('walk') end
135
40
elseif the.keys:pressed('right') then
136
41
self.velocity.x = 200
137
if self.onGround then self:play('walk') end
138
if self.onWall == 'left' then
140
self.leftWallAt = love.timer.getTime()
42
if self:onGround() then self:play('walk') end
143
if not self.onWall then
144
if self.onGround then self:play('stand') end
44
if self:onGround() then self:play('stand') end
149
if the.keys:justPressed('up') and
150
(self.onGround or the.console.visible or
151
(love.timer.getTime() - self.leftWallAt < .1) ) then
47
if the.keys:justPressed('up') and self:onGround() then
152
48
self.velocity.y = -400
153
49
self.jumping = true
156
update = function (self, elapsed)
157
-- NOTE: this is an override, not a callback
159
self:doPhysics('x', elapsed)
160
self:collide(the.view.map)
162
-- handle X collisions
164
for _, col in ipairs(self.collisions) do
165
col.other:displaceDir(self, 'x')
166
if self.velocity.x > 0 then
167
self.onWall = 'right'
168
elseif self.velocity.x < 0 then
175
self.onGround = false -- right before Y collision callbacks
176
self:doPhysics('y', elapsed)
177
self:collide(the.view.map)
179
-- handle Y collisions
180
for _, col in ipairs(self.collisions) do
181
if self.velocity.y > 0 then
185
col.other:displaceDir(self, 'y')
190
Animation.update(self, elapsed)
192
collide = function (self, ...)
194
Animation.collide(self, ...)
195
-- I could return a true/false value here if I wanted to...
52
onEndFrame = function (self)
53
--print(self.velocity.y)
197
55
onCollide = function (self, other, xOverlap, yOverlap)
56
-- seriously, why does this even fire?
198
57
if other == the.view.map then return end
200
table.insert(self.collisions, {other = other,
202
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)
206
function Sprite:displaceDir(other, dir)
207
if not self.solid or self == other or not other.solid then return end
208
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
210
if other.sprites then
213
for _, spr in pairs(other.sprites) do
214
self:displace(spr, dir)
218
local dim = util.dim(dir)
220
local negMove = (other[dir] - self[dir]) + other[dim]
221
local posMove = (self[dir] + self[dim]) - other[dir]
223
-- TODO: re-add hinting?
224
if negMove < posMove then
231
other[dir] = other[dir] + chg
234
function Sprite:update (elapsed)
235
if self.onUpdate then self:onUpdate(elapsed) end
238
84
GameView = View:extend {
239
85
onNew = function (self)
240
86
self:loadLayers('data/map.lua')
244
88
self:clampTo(self.map)
246
90
onUpdate = function (self)
247
--print('drawTook: ', the.drawTook)
249
--the.player:collide(self.map)
92
the.player:collide(self.map)
250
93
--self.map:collide(the.player)
252
draw = function (self, x, y)
253
View.draw(self, x, y)
255
love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
259
97
the.app = App:new {
260
98
onRun = function (self)
261
99
self.view = GameView:new()
262
self.console:watch('onGround', 'the.player.onGround')
263
self.console:watch('onWall', 'the.player.onWall')
264
self.console:watch('updateTook', 'the.updateTook')
265
self.console:watch('drawTook', 'the.drawTook')
267
--the.profiler = newProfiler('time', 2000)
268
--the.profiler = newProfiler()
269
--the.profiler:start()
100
--print(inspect(_(the.app):keys()))
271
102
onUpdate = function (self, dt)
272
if the.keys:justPressed('escape') then
275
local outfile = io.open( "profile.txt", "w+" )
276
the.profiler:report( outfile )
103
if the.keys:justPressed('escape') and
104
not self.console.visible then
283
update = function (self, dt)
284
the.updateStart = love.timer.getMicroTime()
286
if the.updateStart then
287
the.updateTook = love.timer.getMicroTime() - the.updateStart
b'\\ No newline at end of file'