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  • Committer: Josh C
  • Date: 2013-03-10 21:55:44 UTC
  • Revision ID: josh@9ix.org-20130310215544-iqzp3x2l10h9247f
reorganize code - separate X and Y physics so we can collide in each 
direction separately

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DEBUG = true
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require 'zoetrope'
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__ = require 'underscore'
 
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_ = require 'underscore'
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--inspect = require 'inspect'
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Player = Animation:extend {
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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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                     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')
 
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                     assert(_.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
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                  end
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                  vel.x = vel.x or 0
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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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                     if (not self.onGround) and (not self.onWall) then
 
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                     if not self.onGround then
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                        self:play('jump')
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                     end
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                     self.velocity.x = 0
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                     self.acceleration.y = 800
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                     if self.onWall then
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                        self.acceleration.y = 0
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                        if self.onWall == 'right' then
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                           self:play('climbRight')
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                        elseif self.onWall == 'left' then
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                           self:play('climbLeft')
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                        end
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                        if the.keys:pressed('up') then
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                           self.velocity.y = -200
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                        elseif the.keys:pressed('down') then
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                           self.velocity.y = 200
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                        else
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                           self.velocity.y = 0
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                           self:freeze(self.sequences[self.currentName].frames[1])
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                        end
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                     end
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                     if the.keys:pressed('left') then
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                        self.velocity.x = -200
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                        if self.onGround then self:play('walk') end
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                        if self.onWall == 'right' then
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                           self.onWall = false
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                           self.leftWallAt = love.timer.getTime()
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                        end
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                     elseif the.keys:pressed('right') then
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                        self.velocity.x = 200
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                        if self.onGround then self:play('walk') end
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                        if self.onWall == 'left' then
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                           self.onWall = false
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                           self.leftWallAt = love.timer.getTime()
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                        end
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                     else
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                        if not self.onWall then
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                           if self.onGround then self:play('stand') end
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                           self.velocity.x = 0
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                        end
 
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                        if self.onGround then self:play('stand') end
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                     end
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                     if the.keys:justPressed('up') and
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                      (self.onGround or
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                       (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
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                     end
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               -- NOTE: this is an override, not a callback
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               self:doPhysics('x', elapsed)
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               self:collide(the.view.map)
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               -- handle X collisions
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               self.onWall = false
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               for _, col in ipairs(self.collisions) do
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                  col.other:displaceDir(self, 'x')
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                  if self.velocity.x > 0 then
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                     self.onWall = 'right'
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                  elseif self.velocity.x < 0 then
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                     self.onWall = 'left'
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                  else
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                     print 'x ??'
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                  end
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               end
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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)
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               -- handle Y collisions
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               for _, col in ipairs(self.collisions) do
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                  if self.velocity.y > 0 then
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                     self.onGround = true
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                  end
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                  col.other:displaceDir(self, 'y')
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                  self.velocity.y = 0
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                  self.jumping = false
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               end
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               Animation.update(self, elapsed)
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            end,
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   collide = function (self, ...)
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                self.collisions = {}
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                Animation.collide(self, ...)
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                -- I could return a true/false value here if I wanted to...
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             end,
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   onCollide = function (self, other, xOverlap, yOverlap)
 
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                  -- seriously, why does this even fire?
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                  if other == the.view.map then return end
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                  table.insert(self.collisions, {other = other,
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                                                 xOverlap = xOverlap,
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                                                 yOverlap = yOverlap })
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               end
 
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                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
 
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                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
 
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                  -- assumption: any other collision is with a solid map tile
 
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                  if yOverlap > xOverlap then
 
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                     other:displace(self)
 
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                     if self.velocity.x > 0 then
 
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                        self.onWall = 'right'
 
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                     elseif self.velocity.x < 0 then
 
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                        self.onWall = 'left'
 
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                     else
 
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                        print 'x ??'
 
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                     end
 
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                  elseif xOverlap > yOverlap then
 
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                     -- check if we've moved since collisions were generated
 
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                     local xov, yov = self:overlap(other.x, other.y,
 
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                                                   other.width, other.height)
 
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                     if xov ~= 0 and yov ~= 0 then
 
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                        --print('y collision')
 
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                        if self.velocity.y > 0 then
 
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                           self.onGround = true
 
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                        end
 
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                        self.velocity.y = 0
 
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                        other:displace(self)
 
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                        self.jumping = false
 
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                     end
 
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                  else
 
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                     print('xy ??')
 
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                  end
 
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               end,
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}
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function Sprite:displaceDir(other, dir)
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   if not self.solid or self == other or not other.solid then return end
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   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
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   if other.sprites then
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      -- handle groups
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      for _, spr in pairs(other.sprites) do
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         self:displace(spr, dir)
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      end
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   else
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      -- handle sprites
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      local dim
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      if dir == 'x' then
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         dim = 'width'
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      elseif dir == 'y' then
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         dim = 'height'
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      else
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         print 'dir ??'
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      end
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      local negMove = (other[dir] - self[dir]) + other[dim]
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      local posMove = (self[dir] + self[dim]) - other[dir]
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      -- TODO: re-add hinting?
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      if negMove < posMove then
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         chg = - negMove
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      else
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         chg = posMove
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      end
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   end
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   other[dir] = other[dir] + chg
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end
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GameView = View:extend {
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   onNew = function (self)
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              self:loadLayers('data/map.lua')
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the.app = App:new {
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   onRun = function (self)
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              self.view = GameView:new()
 
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              --print(inspect(_(the.app):keys()))
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              self.console:watch('onGround', 'the.player.onGround')
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              self.console:watch('onWall', 'the.player.onWall')
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           end,