14
13
stand = { frames = { 1 }, fps = 1 },
15
14
walk = { frames = { 2, 3 }, fps = 5 },
16
jump = { frames = { 4 }, fps = 1 },
17
climbLeft = { frames = { 5, 6 }, fps = 5 },
18
climbRight = { frames = { 7, 8 }, fps = 5 }
15
jump = { frames = { 4 }, fps = 1 }
23
17
onNew = function (self)
24
18
self.velocity.y = 0
25
19
self.maxVelocity.y = 400
39
33
assert(drag, 'active sprite has no drag property')
40
34
assert(minVel, 'active sprite has no minVelocity property')
41
35
assert(maxVel, 'active sprite has no maxVelocity property')
42
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')
76
70
if self.falling then self.jumping = false end
77
71
--print(self.jumping, self.falling)
79
if (not self.onGround) and (not self.onWall) then
73
if not self.onGround then
83
78
self.acceleration.y = 800
86
self.acceleration.y = 0
88
if self.onWall == 'right' then
89
self:play('climbRight')
90
elseif self.onWall == 'left' then
91
self:play('climbLeft')
94
if the.keys:pressed('up') then
95
self.velocity.y = -200
96
elseif the.keys:pressed('down') then
100
self:freeze(self.sequences[self.currentName].frames[1])
104
80
if the.keys:pressed('left') then
105
81
self.velocity.x = -200
106
82
if self.onGround then self:play('walk') end
107
if self.onWall == 'right' then
109
self.leftWallAt = love.timer.getTime()
111
83
elseif the.keys:pressed('right') then
112
84
self.velocity.x = 200
113
85
if self.onGround then self:play('walk') end
114
if self.onWall == 'left' then
116
self.leftWallAt = love.timer.getTime()
119
if not self.onWall then
120
if self.onGround then self:play('stand') end
87
if self.onGround then self:play('stand') end
125
if the.keys:justPressed('up') and
127
(love.timer.getTime() - self.leftWallAt < .1) ) then
90
if the.keys:justPressed('up') and self.onGround then
128
91
self.velocity.y = -400
129
92
self.jumping = true
133
96
-- NOTE: this is an override, not a callback
135
98
self:doPhysics('x', elapsed)
136
self:collide(the.view.map)
138
-- handle X collisions
140
for _, col in ipairs(self.collisions) do
141
col.other:displaceDir(self, 'x')
142
if self.velocity.x > 0 then
143
self.onWall = 'right'
144
elseif self.velocity.x < 0 then
151
100
self.onGround = false -- right before Y collision callbacks
152
101
self:doPhysics('y', elapsed)
153
103
self:collide(the.view.map)
155
-- handle Y collisions
156
for _, col in ipairs(self.collisions) do
157
if self.velocity.y > 0 then
161
col.other:displaceDir(self, 'y')
166
Animation.update(self, elapsed)
168
collide = function (self, ...)
170
Animation.collide(self, ...)
171
-- I could return a true/false value here if I wanted to...
173
105
onCollide = function (self, other, xOverlap, yOverlap)
106
-- seriously, why does this even fire?
174
107
if other == the.view.map then return end
176
table.insert(self.collisions, {other = other,
178
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
182
function Sprite:displaceDir(other, dir)
183
if not self.solid or self == other or not other.solid then return end
184
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
186
if other.sprites then
189
for _, spr in pairs(other.sprites) do
190
self:displace(spr, dir)
197
elseif dir == 'y' then
203
local negMove = (other[dir] - self[dir]) + other[dim]
204
local posMove = (self[dir] + self[dim]) - other[dir]
206
-- TODO: re-add hinting?
207
if negMove < posMove then
214
other[dir] = other[dir] + chg
217
144
GameView = View:extend {
218
145
onNew = function (self)
219
146
self:loadLayers('data/map.lua')
231
157
the.app = App:new {
232
158
onRun = function (self)
233
159
self.view = GameView:new()
160
--print(inspect(_(the.app):keys()))
234
161
self.console:watch('onGround', 'the.player.onGround')
235
162
self.console:watch('onWall', 'the.player.onWall')
236
self.console:watch('updateTook', 'the.updateTook')
237
self.console:watch('drawTook', 'the.drawTook')
239
--the.profiler = newProfiler('time', 2000)
240
--the.profiler = newProfiler()
241
--the.profiler:start()
243
164
onUpdate = function (self, dt)
244
if the.keys:justPressed('escape') then
247
local outfile = io.open( "profile.txt", "w+" )
248
the.profiler:report( outfile )
165
if the.keys:justPressed('escape') and
166
not self.console.visible then
255
update = function (self, dt)
256
the.updateStart = love.timer.getMicroTime()
258
if the.updateStart then
259
the.updateTook = love.timer.getMicroTime() - the.updateStart
b'\\ No newline at end of file'