28
13
stand = { frames = { 1 }, fps = 1 },
29
14
walk = { frames = { 2, 3 }, fps = 5 },
30
jump = { frames = { 4 }, fps = 1 },
31
climbLeft = { frames = { 5, 6 }, fps = 5 },
32
climbRight = { frames = { 7, 8 }, fps = 5 }
15
jump = { frames = { 4 }, fps = 1 }
37
17
onNew = function (self)
38
18
self.velocity.y = 0
39
19
self.maxVelocity.y = 400
41
doPhysics = function (self, dir, elapsed)
42
local vel = self.velocity
43
local acc = self.acceleration
44
local drag = self.drag
45
local minVel = self.minVelocity
46
local maxVel = self.maxVelocity
48
-- check existence of properties
51
assert(vel, 'active sprite has no velocity property')
52
assert(acc, 'active sprite has no acceleration property')
53
assert(drag, 'active sprite has no drag property')
54
assert(minVel, 'active sprite has no minVelocity property')
55
assert(maxVel, 'active sprite has no maxVelocity property')
56
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
61
vel.rotation = vel.rotation or 0
65
if acc[dir] and acc[dir] ~= 0 then
66
vel[dir] = vel[dir] + acc[dir] * elapsed
70
vel[dir] = vel[dir] - drag[dir] * elapsed
71
if vel[dir] < 0 then vel[dir] = 0 end
72
elseif vel[dir] < 0 then
73
vel[dir] = vel[dir] + drag[dir] * elapsed
74
if vel[dir] > 0 then vel[dir] = 0 end
79
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
80
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
82
-- ugly hack for falling through floor on really slow frames
83
if math.abs(vel[dir] * elapsed) > 32 then
88
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
90
if self[dir] < 0 then self[dir] = 0 end
91
local edge = the.view.map[util.dim(dir)] -
92
the.player[util.dim(dir)]
93
-- TODO: take map position into account
94
if self[dir] > edge then self[dir] = edge end
96
21
onStartFrame = function (self)
97
22
-- this is all in startframe so it happens before
98
23
-- physics calc at beginning of update
102
27
if self.falling then self.jumping = false end
103
28
--print(self.jumping, self.falling)
105
if (not self.onGround) and (not self.onWall) then
30
if not self.onGround then
109
35
self.acceleration.y = 800
112
self.acceleration.y = 0
114
if self.onWall == 'right' then
115
self:play('climbRight')
116
elseif self.onWall == 'left' then
117
self:play('climbLeft')
120
if the.keys:pressed('up') then
121
self.velocity.y = -200
122
elseif the.keys:pressed('down') then
123
self.velocity.y = 200
126
self:freeze(self.sequences[self.currentName].frames[1])
130
37
if the.keys:pressed('left') then
131
38
self.velocity.x = -200
132
39
if self.onGround then self:play('walk') end
133
if self.onWall == 'right' then
135
self.leftWallAt = love.timer.getTime()
137
40
elseif the.keys:pressed('right') then
138
41
self.velocity.x = 200
139
42
if self.onGround then self:play('walk') end
140
if self.onWall == 'left' then
142
self.leftWallAt = love.timer.getTime()
145
if not self.onWall then
146
if self.onGround then self:play('stand') end
44
if self.onGround then self:play('stand') end
151
if the.keys:justPressed('up') and
152
(self.onGround or the.console.visible or
153
(love.timer.getTime() - self.leftWallAt < .1) ) then
47
if the.keys:justPressed('up') and self.onGround then
154
48
self.velocity.y = -400
155
49
self.jumping = true
158
update = function (self, elapsed)
159
-- NOTE: this is an override, not a callback
161
self:doPhysics('x', elapsed)
162
self:collide(the.view.map)
164
-- handle X collisions
166
for _, col in ipairs(self.collisions) do
167
col.other:displaceDir(self, 'x')
168
if self.velocity.x > 0 then
169
self.onWall = 'right'
170
elseif self.velocity.x < 0 then
177
self.onGround = false -- right before Y collision callbacks
178
self:doPhysics('y', elapsed)
179
self:collide(the.view.map)
181
-- handle Y collisions
182
for _, col in ipairs(self.collisions) do
183
if self.velocity.y > 0 then
187
col.other:displaceDir(self, 'y')
192
Animation.update(self, elapsed)
194
collide = function (self, ...)
196
Animation.collide(self, ...)
197
-- I could return a true/false value here if I wanted to...
52
onUpdate = function (self)
53
-- needs to happen right before collision
199
56
onCollide = function (self, other, xOverlap, yOverlap)
57
-- seriously, why does this even fire?
200
58
if other == the.view.map then return end
202
table.insert(self.collisions, {other = other,
204
yOverlap = yOverlap })
60
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
61
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
63
-- assumption: any other collision is with a solid map tile
64
if yOverlap > xOverlap then
66
elseif xOverlap > yOverlap then
67
-- check if we've moved since collisions were generated
68
local xov, yov = self:overlap(other.x, other.y,
69
other.width, other.height)
70
if xov ~= 0 and yov ~= 0 then
71
--print('y collision')
72
if self.velocity.y > 0 then
208
function Sprite:displaceDir(other, dir)
209
if not self.solid or self == other or not other.solid then return end
210
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
212
if other.sprites then
215
for _, spr in pairs(other.sprites) do
216
self:displace(spr, dir)
220
local dim = util.dim(dir)
222
local negMove = (other[dir] - self[dir]) + other[dim]
223
local posMove = (self[dir] + self[dim]) - other[dir]
225
-- TODO: re-add hinting?
226
if negMove < posMove then
233
other[dir] = other[dir] + chg
236
function Sprite:update (elapsed)
237
if self.onUpdate then self:onUpdate(elapsed) end
240
87
GameView = View:extend {
241
88
onNew = function (self)
242
89
self:loadLayers('data/map.lua')
243
90
self.focus = the.player
244
91
self:clampTo(self.map)
246
the.recorder = Recorder:new{mousePosInterval = 9999}
247
the.app.meta:add(the.recorder)
249
the.recorder:startRecording()
251
local storage = Storage:new{filename = 'record.lua'}
253
--print(inspect(storage.data))
254
the.recorder.record = storage.data
255
the.recorder:startPlaying()
258
93
onUpdate = function (self)
259
--print('drawTook: ', the.drawTook)
261
--the.player:collide(self.map)
95
the.player:collide(self.map)
262
96
--self.map:collide(the.player)
264
-- draw = function (self, x, y)
265
-- View.draw(self, x, y)
267
-- love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
271
100
the.app = App:new {
272
101
onRun = function (self)
273
102
self.view = GameView:new()
103
--print(inspect(_(the.app):keys()))
274
104
self.console:watch('onGround', 'the.player.onGround')
275
self.console:watch('onWall', 'the.player.onWall')
276
self.console:watch('updateTook', 'the.updateTook')
277
self.console:watch('drawTook', 'the.drawTook')
278
self.console:watch('recorder state', 'the.recorder.state')
280
--the.profiler = newProfiler('time', 2000)
281
--the.profiler = newProfiler()
282
--the.profiler:start()
284
106
onUpdate = function (self, dt)
285
if the.keys:justPressed('escape') then
288
local outfile = io.open( "profile.txt", "w+" )
289
the.profiler:report( outfile )
294
if not love.filesystem.remove('record.lua') then
295
error('could not remove record.lua')
297
local storage = Storage:new{
298
data = the.recorder.record,
299
filename = 'record.lua'
302
--print(inspect(the.recorder.record))
107
if the.keys:justPressed('escape') and
108
not self.console.visible then
308
update = function (self, dt)
309
the.updateStart = love.timer.getMicroTime()
311
if the.updateStart then
312
the.updateTook = love.timer.getMicroTime() - the.updateStart
b'\\ No newline at end of file'