/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-09 06:03:56 UTC
  • Revision ID: josh@9ix.org-20130309060356-qvi2yd0odhfr3e6t
try to track X collisions.  break out Sprite's physics in prep for 
overriding them completely.

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DEBUG = true
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require 'zoetrope'
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__ = require 'underscore'
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--inspect = require 'inspect'
 
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--_ = require 'underscore'
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8
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Player = Animation:extend {
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   image = 'data/player.png',
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   sequences = {
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      stand = { frames = { 1 }, fps = 1 },
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      walk = { frames = { 2, 3 }, fps = 5 },
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      jump = { frames = { 4 }, fps = 1 },
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      climbLeft = { frames = { 5, 6 }, fps = 5 },
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      climbRight = { frames = { 7, 8 }, fps = 5 }
 
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      jump = { frames = { 4 }, fps = 1 }
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   },
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   collisions = {},
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   onWall = false,
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   leftWallAt = 0,
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   onNew = function (self)
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              self.velocity.y = 0
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              self.maxVelocity.y = 400
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           end,
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   doPhysics = function (self, dir, elapsed)
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                  local vel = self.velocity
28
 
                  local acc = self.acceleration
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                  local drag = self.drag
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                  local minVel = self.minVelocity
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                  local maxVel = self.maxVelocity
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33
 
                  -- check existence of properties
34
 
 
35
 
                  if STRICT then
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                     assert(vel, 'active sprite has no velocity property')
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                     assert(acc, 'active sprite has no acceleration property')
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                     assert(drag, 'active sprite has no drag property')
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                     assert(minVel, 'active sprite has no minVelocity property')
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                     assert(maxVel, 'active sprite has no maxVelocity property')
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                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
42
 
                  end
43
 
 
44
 
                  vel.x = vel.x or 0
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                  vel.y = vel.y or 0
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                  vel.rotation = vel.rotation or 0
47
 
 
48
 
                  -- physics
49
 
 
50
 
                  if acc[dir] and acc[dir] ~= 0 then
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                     vel[dir] = vel[dir] + acc[dir] * elapsed
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                  else
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                     if drag[dir] then
54
 
                        if vel[dir] > 0 then
55
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
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                           if vel[dir] < 0 then vel[dir] = 0 end
57
 
                        elseif vel[dir] < 0 then
58
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
59
 
                           if vel[dir] > 0 then vel[dir] = 0 end
60
 
                        end
61
 
                     end
62
 
                  end
63
 
 
64
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
65
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
66
 
 
67
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
68
 
               end,
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   onStartFrame = function (self)
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                     -- this is all in startframe so it happens before
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                     -- physics calc at beginning of update
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                     if self.falling then self.jumping = false end
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                     --print(self.jumping, self.falling)
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78
 
                     if (not self.onGround) and (not self.onWall) then
 
30
                     if not self.onGround then
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                        self:play('jump')
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32
                     end
81
33
 
 
34
                     self.velocity.x = 0
82
35
                     self.acceleration.y = 800
83
36
 
84
 
                     if self.onWall then
85
 
                        self.acceleration.y = 0
86
 
 
87
 
                        if self.onWall == 'right' then
88
 
                           self:play('climbRight')
89
 
                        elseif self.onWall == 'left' then
90
 
                           self:play('climbLeft')
91
 
                        end
92
 
 
93
 
                        if the.keys:pressed('up') then
94
 
                           self.velocity.y = -200
95
 
                        elseif the.keys:pressed('down') then
96
 
                           self.velocity.y = 200
97
 
                        else
98
 
                           self.velocity.y = 0
99
 
                           self:freeze(self.sequences[self.currentName].frames[1])
100
 
                        end
101
 
                     end
102
 
 
103
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                     if the.keys:pressed('left') then
104
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                        self.velocity.x = -200
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                        if self.onGround then self:play('walk') end
106
 
                        if self.onWall == 'right' then
107
 
                           self.onWall = false
108
 
                           self.leftWallAt = love.timer.getTime()
109
 
                        end
110
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                     elseif the.keys:pressed('right') then
111
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                        self.velocity.x = 200
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42
                        if self.onGround then self:play('walk') end
113
 
                        if self.onWall == 'left' then
114
 
                           self.onWall = false
115
 
                           self.leftWallAt = love.timer.getTime()
116
 
                        end
117
43
                     else
118
 
                        if not self.onWall then
119
 
                           if self.onGround then self:play('stand') end
120
 
                           self.velocity.x = 0
121
 
                        end
 
44
                        if self.onGround then self:play('stand') end
122
45
                     end
123
46
 
124
 
                     if the.keys:justPressed('up') and
125
 
                      (self.onGround or
126
 
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
 
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                     if the.keys:justPressed('up') and self.onGround then
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                        self.velocity.y = -400
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                        self.jumping = true
129
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                     end
130
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                  end,
131
 
   update = function (self, elapsed)
132
 
               -- NOTE: this is an override, not a callback
133
 
 
134
 
               self:doPhysics('x', elapsed)
135
 
               self:collide(the.view.map)
136
 
 
137
 
               -- handle X collisions
138
 
               self.onWall = false
139
 
               for _, col in ipairs(self.collisions) do
140
 
                  col.other:displaceDir(self, 'x')
141
 
                  if self.velocity.x > 0 then
142
 
                     self.onWall = 'right'
143
 
                  elseif self.velocity.x < 0 then
144
 
                     self.onWall = 'left'
145
 
                  else
146
 
                     print 'x ??'
147
 
                  end
148
 
               end
149
 
 
150
 
               self.onGround = false -- right before Y collision callbacks
151
 
               self:doPhysics('y', elapsed)
152
 
               self:collide(the.view.map)
153
 
 
154
 
               -- handle Y collisions
155
 
               for _, col in ipairs(self.collisions) do
156
 
                  if self.velocity.y > 0 then
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                     self.onGround = true
158
 
                  end
159
 
 
160
 
                  col.other:displaceDir(self, 'y')
161
 
                  self.velocity.y = 0
162
 
                  self.jumping = false
163
 
               end
164
 
 
165
 
               Animation.update(self, elapsed)
166
 
            end,
167
 
   collide = function (self, ...)
168
 
                self.collisions = {}
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                Animation.collide(self, ...)
170
 
                -- I could return a true/false value here if I wanted to...
171
 
             end,
 
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   onUpdate = function (self)
 
53
                 -- needs to happen right before collision
 
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                 self.onGround = false
 
55
                end,
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   onCollide = function (self, other, xOverlap, yOverlap)
 
57
                  -- seriously, why does this even fire?
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                  if other == the.view.map then return end
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59
 
175
 
                  table.insert(self.collisions, {other = other,
176
 
                                                 xOverlap = xOverlap,
177
 
                                                 yOverlap = yOverlap })
178
 
               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)
 
62
 
 
63
                  -- assumption: any other collision is with a solid map tile
 
64
                  if yOverlap > xOverlap then
 
65
                     other:displace(self)
 
66
 
 
67
                     if self.velocity.x > 0 then
 
68
                        self.onWall = 'right'
 
69
                     elseif self.velocity.x < 0 then
 
70
                        self.onWall = 'left'
 
71
                     else
 
72
                        print '??'
 
73
                     end
 
74
                  elseif xOverlap > yOverlap then
 
75
                     -- check if we've moved since collisions were generated
 
76
                     local xov, yov = self:overlap(other.x, other.y,
 
77
                                                   other.width, other.height)
 
78
                     if xov ~= 0 and yov ~= 0 then
 
79
                        --print('y collision')
 
80
                        if self.velocity.y > 0 then
 
81
                           self.onGround = true
 
82
                        end
 
83
 
 
84
                        self.velocity.y = 0
 
85
                        other:displace(self)
 
86
                        self.jumping = false
 
87
                     end
 
88
                  else
 
89
                     print('??')
 
90
                  end
 
91
 
 
92
               end,
179
93
}
180
94
 
181
 
function Sprite:displaceDir(other, dir)
182
 
   if not self.solid or self == other or not other.solid then return end
183
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
184
 
 
185
 
   if other.sprites then
186
 
      -- handle groups
187
 
 
188
 
      for _, spr in pairs(other.sprites) do
189
 
         self:displace(spr, dir)
190
 
      end
191
 
   else
192
 
      -- handle sprites
193
 
      local dim
194
 
      if dir == 'x' then
195
 
         dim = 'width'
196
 
      elseif dir == 'y' then
197
 
         dim = 'height'
198
 
      else
199
 
         print 'dir ??'
200
 
      end
201
 
 
202
 
      local negMove = (other[dir] - self[dir]) + other[dim]
203
 
      local posMove = (self[dir] + self[dim]) - other[dir]
204
 
 
205
 
      -- TODO: re-add hinting?
206
 
      if negMove < posMove then
207
 
         chg = - negMove
208
 
      else
209
 
         chg = posMove
210
 
      end
211
 
   end
212
 
 
213
 
   other[dir] = other[dir] + chg
214
 
end
215
 
 
216
95
GameView = View:extend {
217
96
   onNew = function (self)
218
97
              self:loadLayers('data/map.lua')
222
100
           end,
223
101
   onUpdate = function (self)
224
102
                 --print('tick')
225
 
                 --the.player:collide(self.map)
 
103
                 the.player:collide(self.map)
226
104
                 --self.map:collide(the.player)
227
105
              end
228
106
}
230
108
the.app = App:new {
231
109
   onRun = function (self)
232
110
              self.view = GameView:new()
 
111
              --print(inspect(_(the.app):keys()))
233
112
              self.console:watch('onGround', 'the.player.onGround')
234
113
              self.console:watch('onWall', 'the.player.onWall')
235
114
           end,
236
115
   onUpdate = function (self, dt)
237
116
                 if the.keys:justPressed('escape') and 
238
117
                   not self.console.visible then
239
 
                    self.quit()
 
118
                    love.event.quit()
240
119
                 end
241
120
              end
242
121
}
 
 
b'\\ No newline at end of file'