5
_ = require 'underscore'
5
6
--inspect = require 'inspect'
6
--_ = require 'underscore'
8
8
Player = Animation:extend {
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9
image = 'data/player.png',
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18
self.velocity.y = 0
19
19
self.maxVelocity.y = 400
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doPhysics = function (self, dir, elapsed)
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local vel = self.velocity
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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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-- check existence of properties
31
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')
41
vel.rotation = vel.rotation or 0
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if acc[dir] and acc[dir] ~= 0 then
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vel[dir] = vel[dir] + acc[dir] * elapsed
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vel[dir] = vel[dir] - drag[dir] * elapsed
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if vel[dir] < 0 then vel[dir] = 0 end
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elseif vel[dir] < 0 then
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vel[dir] = vel[dir] + drag[dir] * elapsed
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if vel[dir] > 0 then vel[dir] = 0 end
59
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
60
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
62
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
21
64
onStartFrame = function (self)
22
65
-- this is all in startframe so it happens before
23
66
-- physics calc at beginning of update
27
70
if self.falling then self.jumping = false end
28
71
--print(self.jumping, self.falling)
73
if not self.onGround then
30
77
self.velocity.x = 0
31
78
self.acceleration.y = 800
33
80
if the.keys:pressed('left') then
34
81
self.velocity.x = -200
35
if self:onGround() then self:play('walk') end
82
if self.onGround then self:play('walk') end
36
83
elseif the.keys:pressed('right') then
37
84
self.velocity.x = 200
38
if self:onGround() then self:play('walk') end
85
if self.onGround then self:play('walk') end
40
if self:onGround() then self:play('stand') end
87
if self.onGround then self:play('stand') end
43
if the.keys:justPressed('up') and self:onGround() then
90
if the.keys:justPressed('up') and self.onGround then
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91
self.velocity.y = -400
45
92
self.jumping = true
49
onEndFrame = function (self)
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--print(self.velocity.y)
95
update = function (self, elapsed)
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-- NOTE: this is an override, not a callback
98
self:doPhysics('x', elapsed)
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self.onGround = false -- right before Y collision callbacks
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self:doPhysics('y', elapsed)
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self:collide(the.view.map)
52
105
onCollide = function (self, other, xOverlap, yOverlap)
53
106
-- seriously, why does this even fire?
54
107
if other == the.view.map then return end
59
112
-- assumption: any other collision is with a solid map tile
60
113
if yOverlap > xOverlap then
61
114
other:displace(self)
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if self.velocity.x > 0 then
117
self.onWall = 'right'
118
elseif self.velocity.x < 0 then
62
123
elseif xOverlap > yOverlap then
63
124
-- check if we've moved since collisions were generated
64
125
local xov, yov = self:overlap(other.x, other.y,
65
126
other.width, other.height)
66
127
if xov ~= 0 and yov ~= 0 then
128
--print('y collision')
129
if self.velocity.y > 0 then
67
133
self.velocity.y = 0
68
134
other:displace(self)
69
135
self.jumping = false
76
onGround = function (self)
77
return (not self.jumping) and (not self.falling)
81
144
GameView = View:extend {
95
158
onRun = function (self)
96
159
self.view = GameView:new()
97
160
--print(inspect(_(the.app):keys()))
161
self.console:watch('onGround', 'the.player.onGround')
162
self.console:watch('onWall', 'the.player.onWall')
99
164
onUpdate = function (self, dt)
100
-- TODO: make this not work if debug console is active
101
if the.keys:justPressed('escape') then
165
if the.keys:justPressed('escape') and
166
not self.console.visible then
b'\\ No newline at end of file'