5
__ = require 'underscore'
6
5
--inspect = require 'inspect'
19
elseif dir == 'y' then
22
if STRICT then error('dir '..dir) end
6
--_ = require 'underscore'
8
Player = Animation:extend {
9
image = 'data/player.png',
13
stand = { frames = { 1 }, fps = 1 },
14
walk = { frames = { 2, 3 }, fps = 5 },
15
jump = { frames = { 4 }, fps = 1 }
17
onNew = function (self)
19
self.maxVelocity.y = 400
21
onStartFrame = function (self)
22
-- this is all in startframe so it happens before
23
-- physics calc at beginning of update
25
-- jumping/falling updates could go in EndFrame...
26
self.falling = self.velocity.y > 0
27
if self.falling then self.jumping = false end
28
--print(self.jumping, self.falling)
30
if not self.onGround then
35
self.acceleration.y = 800
37
if the.keys:pressed('left') then
38
self.velocity.x = -200
39
if self.onGround then self:play('walk') end
40
elseif the.keys:pressed('right') then
42
if self.onGround then self:play('walk') end
44
if self.onGround then self:play('stand') end
47
if the.keys:justPressed('up') and self.onGround then
48
self.velocity.y = -400
52
onUpdate = function (self)
53
-- needs to happen right before collision
56
onCollide = function (self, other, xOverlap, yOverlap)
57
-- seriously, why does this even fire?
58
if other == the.view.map then return end
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
27
87
GameView = View:extend {
29
89
self:loadLayers('data/map.lua')
30
90
self.focus = the.player
31
91
self:clampTo(self.map)
33
the.recorder = Recorder:new{mousePosInterval = 9999}
34
the.app.meta:add(the.recorder)
35
if the.app.record then
36
the.recorder:startRecording()
37
elseif the.app.playback then
38
local storage = Storage:new{filename = 'record.lua'}
40
--print(inspect(storage.data))
41
the.recorder.record = storage.data
42
the.recorder:startPlaying()
45
93
onUpdate = function (self)
46
--print('drawTook: ', the.drawTook)
48
--the.player:collide(self.map)
95
the.player:collide(self.map)
49
96
--self.map:collide(the.player)
51
-- draw = function (self, x, y)
52
-- View.draw(self, x, y)
54
-- love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
58
100
the.app = App:new {
60
101
onRun = function (self)
61
102
self.view = GameView:new()
63
self.console:watch('onGround', 'the.player.onGround')
64
self.console:watch('onWall', 'the.player.onWall')
65
self.console:watch('updateTook', 'the.updateTook')
66
self.console:watch('drawTook', 'the.drawTook')
67
self.console:watch('recorder state', 'the.recorder.state')
70
--the.profiler = newProfiler('time', 2000)
71
--the.profiler = newProfiler()
72
--the.profiler:start()
103
--print(inspect(_(the.app):keys()))
104
self.console:watch('onGround', 'the.player.onGround')
74
106
onUpdate = function (self, dt)
75
if the.keys:justPressed('escape') then
78
local outfile = io.open( "profile.txt", "w+" )
79
the.profiler:report( outfile )
84
if not love.filesystem.remove('record.lua') then
85
print('could not remove record.lua')
87
local storage = Storage:new{
88
data = the.recorder.record,
89
filename = 'record.lua'
92
--print(inspect(the.recorder.record))
107
if the.keys:justPressed('escape') and
108
not self.console.visible then
98
update = function (self, dt)
99
the.updateStart = love.timer.getMicroTime()
101
if the.updateStart then
102
the.updateTook = love.timer.getMicroTime() - the.updateStart
107
function love.load (arg)
108
opts = getopt(arg, '')
110
the.app.playback = true
111
the.app.record = false
112
elseif opts['r'] then
113
the.app.record = true
b'\\ No newline at end of file'
b'\\ No newline at end of file'