35
33
assert(drag, 'active sprite has no drag property')
36
34
assert(minVel, 'active sprite has no minVelocity property')
37
35
assert(maxVel, 'active sprite has no maxVelocity property')
38
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
36
assert(_.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
72
70
if self.falling then self.jumping = false end
73
71
--print(self.jumping, self.falling)
75
if (not self.onGround) and (not self.onWall) then
73
if not self.onGround then
79
77
self.velocity.x = 0
80
78
self.acceleration.y = 800
83
self.acceleration.y = 0
85
if the.keys:pressed('up') then
86
self.velocity.y = -200
88
elseif the.keys:pressed('down') then
97
80
if the.keys:pressed('left') then
98
81
self.velocity.x = -200
99
82
if self.onGround then self:play('walk') end
100
if self.onWall == 'right' then self.onWall = false end
101
if self.onWall == 'right' then self.onWall = false end
102
83
elseif the.keys:pressed('right') then
103
84
self.velocity.x = 200
104
85
if self.onGround then self:play('walk') end
105
if self.onWall == 'left' then self.onWall = false end
107
87
if self.onGround then self:play('stand') end
116
96
-- NOTE: this is an override, not a callback
118
98
self:doPhysics('x', elapsed)
119
self:collide(the.view.map)
121
-- handle X collisions
122
for _, col in ipairs(self.collisions) do
123
col.other:displaceDir(self, 'x')
124
if self.velocity.x > 0 then
125
self.onWall = 'right'
126
elseif self.velocity.x < 0 then
133
100
self.onGround = false -- right before Y collision callbacks
134
101
self:doPhysics('y', elapsed)
135
103
self:collide(the.view.map)
137
-- handle Y collisions
138
for _, col in ipairs(self.collisions) do
139
if self.velocity.y > 0 then
143
col.other:displaceDir(self, 'y')
148
Animation.update(self, elapsed)
150
collide = function (self, ...)
152
Animation.collide(self, ...)
153
-- I could return a true/false value here if I wanted to...
155
105
onCollide = function (self, other, xOverlap, yOverlap)
106
-- seriously, why does this even fire?
156
107
if other == the.view.map then return end
158
table.insert(self.collisions, {other = other,
160
yOverlap = yOverlap })
109
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
110
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
112
-- assumption: any other collision is with a solid map tile
113
if yOverlap > xOverlap then
116
if self.velocity.x > 0 then
117
self.onWall = 'right'
118
elseif self.velocity.x < 0 then
123
elseif xOverlap > yOverlap then
124
-- check if we've moved since collisions were generated
125
local xov, yov = self:overlap(other.x, other.y,
126
other.width, other.height)
127
if xov ~= 0 and yov ~= 0 then
128
--print('y collision')
129
if self.velocity.y > 0 then
164
function Sprite:displaceDir(other, dir)
165
if not self.solid or self == other or not other.solid then return end
166
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
168
if other.sprites then
171
for _, spr in pairs(other.sprites) do
172
self:displace(spr, dir)
179
elseif dir == 'y' then
185
local negMove = (other[dir] - self[dir]) + other[dim]
186
local posMove = (self[dir] + self[dim]) - other[dir]
188
-- TODO: re-add hinting?
189
if negMove < posMove then
196
other[dir] = other[dir] + chg
199
144
GameView = View:extend {
200
145
onNew = function (self)
201
146
self:loadLayers('data/map.lua')