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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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6
--inspect = require 'inspect'
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require 'pepperprof'
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9
 
util = {
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   dim = function(dir)
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      if dir == 'x' then
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         return 'width'
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      elseif dir == 'y' then
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         return 'height'
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      else
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         print 'dir ??'
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      end
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   end
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}
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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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                     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 maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
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                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
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82
 
                  if self[dir] < 0 then self[dir] = 0 end
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                  local edge = the.view.map[util.dim(dir)] -
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                               the.player[util.dim(dir)]
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                  -- TODO: take map position into account
86
 
                  if self[dir] > edge then self[dir] = edge end
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               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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                     if self.falling then self.jumping = false end
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                     --print(self.jumping, self.falling)
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97
 
                     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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77
                     self.velocity.x = 0
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                     self.acceleration.y = 800
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103
 
                     if self.onWall then
104
 
                        self.acceleration.y = 0
105
 
 
106
 
                        if self.onWall == 'right' then
107
 
                           self:play('climbRight')
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                        elseif self.onWall == 'left' then
109
 
                           self:play('climbLeft')
110
 
                        end
111
 
 
112
 
                        if the.keys:pressed('up') then
113
 
                           self.velocity.y = -200
114
 
                        elseif the.keys:pressed('down') then
115
 
                           self.velocity.y = 200
116
 
                        else
117
 
                           self.velocity.y = 0
118
 
                           self:freeze(self.sequences[self.currentName].frames[1])
119
 
                        end
120
 
                     end
121
 
 
122
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                     if the.keys:pressed('left') then
123
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                        self.velocity.x = -200
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                        if self.onGround then self:play('walk') end
125
 
                        if self.onWall == 'right' then
126
 
                           self.onWall = false
127
 
                           self.leftWallAt = love.timer.getTime()
128
 
                        end
129
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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
132
 
                        if self.onWall == 'left' then
133
 
                           self.onWall = false
134
 
                           self.leftWallAt = love.timer.getTime()
135
 
                        end
136
86
                     else
137
 
                        if not self.onWall then
138
 
                           if self.onGround then self:play('stand') end
139
 
                           self.velocity.x = 0
140
 
                        end
 
87
                        if self.onGround then self:play('stand') end
141
88
                     end
142
89
 
143
 
                     if the.keys:justPressed('up') and
144
 
                      (self.onGround or the.console.visible or
145
 
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
 
90
                     if the.keys:justPressed('up') and self.onGround then
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                        self.velocity.y = -400
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                        self.jumping = true
148
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                     end
151
96
               -- NOTE: this is an override, not a callback
152
97
 
153
98
               self:doPhysics('x', elapsed)
154
 
               self:collide(the.view.map)
155
 
 
156
 
               -- handle X collisions
157
 
               self.onWall = false
158
 
               for _, col in ipairs(self.collisions) do
159
 
                  col.other:displaceDir(self, 'x')
160
 
                  if self.velocity.x > 0 then
161
 
                     self.onWall = 'right'
162
 
                  elseif self.velocity.x < 0 then
163
 
                     self.onWall = 'left'
164
 
                  else
165
 
                     print 'x ??'
166
 
                  end
167
 
               end
168
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169
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               self.onGround = false -- right before Y collision callbacks
170
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               self:doPhysics('y', elapsed)
 
102
 
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               self:collide(the.view.map)
172
 
 
173
 
               -- handle Y collisions
174
 
               for _, col in ipairs(self.collisions) do
175
 
                  if self.velocity.y > 0 then
176
 
                     self.onGround = true
177
 
                  end
178
 
 
179
 
                  col.other:displaceDir(self, 'y')
180
 
                  self.velocity.y = 0
181
 
                  self.jumping = false
182
 
               end
183
 
 
184
 
               Animation.update(self, elapsed)
185
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            end,
186
 
   collide = function (self, ...)
187
 
                self.collisions = {}
188
 
                Animation.collide(self, ...)
189
 
                -- I could return a true/false value here if I wanted to...
190
 
             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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194
 
                  table.insert(self.collisions, {other = other,
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                                                 xOverlap = xOverlap,
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                                                 yOverlap = yOverlap })
197
 
               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)
 
115
 
 
116
                     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
 
124
                     -- 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)
 
127
                     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
 
132
 
 
133
                        self.velocity.y = 0
 
134
                        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 ??')
 
139
                  end
 
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141
               end,
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}
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function Sprite:displaceDir(other, dir)
201
 
   if not self.solid or self == other or not other.solid then return end
202
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
203
 
 
204
 
   if other.sprites then
205
 
      -- handle groups
206
 
 
207
 
      for _, spr in pairs(other.sprites) do
208
 
         self:displace(spr, dir)
209
 
      end
210
 
   else
211
 
      -- handle sprites
212
 
      local dim = util.dim(dir)
213
 
 
214
 
      local negMove = (other[dir] - self[dir]) + other[dim]
215
 
      local posMove = (self[dir] + self[dim]) - other[dir]
216
 
 
217
 
      -- TODO: re-add hinting?
218
 
      if negMove < posMove then
219
 
         chg = - negMove
220
 
      else
221
 
         chg = posMove
222
 
      end
223
 
   end
224
 
 
225
 
   other[dir] = other[dir] + chg
226
 
end
227
 
 
228
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GameView = View:extend {
229
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   onNew = function (self)
230
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              self:loadLayers('data/map.lua')
242
157
the.app = App:new {
243
158
   onRun = function (self)
244
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              self.view = GameView:new()
 
160
              --print(inspect(_(the.app):keys()))
245
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              self.console:watch('onGround', 'the.player.onGround')
246
162
              self.console:watch('onWall', 'the.player.onWall')
247
 
              self.console:watch('updateTook', 'the.updateTook')
248
 
              self.console:watch('drawTook', 'the.drawTook')
249
 
 
250
 
              --the.profiler = newProfiler('time', 2000)
251
 
              --the.profiler = newProfiler()
252
 
              --the.profiler:start()
253
163
           end,
254
164
   onUpdate = function (self, dt)
255
 
                 if the.keys:justPressed('escape') then
256
 
                    if the.profiler then
257
 
                       the.profiler:stop()
258
 
                       local outfile = io.open( "profile.txt", "w+" )
259
 
                       the.profiler:report( outfile )
260
 
                       outfile:close()
261
 
                    end
262
 
 
 
165
                 if the.keys:justPressed('escape') and 
 
166
                   not self.console.visible then
263
167
                    self.quit()
264
168
                 end
265
 
              end,
266
 
   update = function (self, dt)
267
 
               the.updateStart = love.timer.getMicroTime()
268
 
               App.update(self, dt)
269
 
               if the.updateStart then
270
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
271
 
               end
272
 
            end
273
 
}
 
169
              end
 
170
}
 
 
b'\\ No newline at end of file'