102
70
if self.falling then self.jumping = false end
103
71
--print(self.jumping, self.falling)
105
if (not self.onGround) and (not self.onWall) then
73
if not self.onGround then
109
78
self.acceleration.y = 800
112
self.acceleration.y = 0
114
if self.onWall == 'right' then
115
self:play('climbRight')
116
elseif self.onWall == 'left' then
117
self:play('climbLeft')
120
if the.keys:pressed('up') then
121
self.velocity.y = -200
122
elseif the.keys:pressed('down') then
123
self.velocity.y = 200
126
self:freeze(self.sequences[self.currentName].frames[1])
130
80
if the.keys:pressed('left') then
131
81
self.velocity.x = -200
132
82
if self.onGround then self:play('walk') end
133
if self.onWall == 'right' then
135
self.leftWallAt = love.timer.getTime()
137
83
elseif the.keys:pressed('right') then
138
84
self.velocity.x = 200
139
85
if self.onGround then self:play('walk') end
140
if self.onWall == 'left' then
142
self.leftWallAt = love.timer.getTime()
145
if not self.onWall then
146
if self.onGround then self:play('stand') end
87
if self.onGround then self:play('stand') end
151
if the.keys:justPressed('up') and
152
(self.onGround or the.console.visible or
153
(love.timer.getTime() - self.leftWallAt < .1) ) then
90
if the.keys:justPressed('up') and self.onGround then
154
91
self.velocity.y = -400
155
92
self.jumping = true
159
96
-- NOTE: this is an override, not a callback
161
98
self:doPhysics('x', elapsed)
162
self:collide(the.view.map)
164
-- handle X collisions
166
for _, col in ipairs(self.collisions) do
167
col.other:displaceDir(self, 'x')
168
if self.velocity.x > 0 then
169
self.onWall = 'right'
170
elseif self.velocity.x < 0 then
177
100
self.onGround = false -- right before Y collision callbacks
178
101
self:doPhysics('y', elapsed)
179
103
self:collide(the.view.map)
181
-- handle Y collisions
182
for _, col in ipairs(self.collisions) do
183
if self.velocity.y > 0 then
187
col.other:displaceDir(self, 'y')
192
Animation.update(self, elapsed)
194
collide = function (self, ...)
196
Animation.collide(self, ...)
197
-- I could return a true/false value here if I wanted to...
199
105
onCollide = function (self, other, xOverlap, yOverlap)
106
-- seriously, why does this even fire?
200
107
if other == the.view.map then return end
202
table.insert(self.collisions, {other = other,
204
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
208
function Sprite:displaceDir(other, dir)
209
if not self.solid or self == other or not other.solid then return end
210
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
212
if other.sprites then
215
for _, spr in pairs(other.sprites) do
216
self:displace(spr, dir)
220
local dim = util.dim(dir)
222
local negMove = (other[dir] - self[dir]) + other[dim]
223
local posMove = (self[dir] + self[dim]) - other[dir]
225
-- TODO: re-add hinting?
226
if negMove < posMove then
233
other[dir] = other[dir] + chg
236
function Sprite:update (elapsed)
237
if self.onUpdate then self:onUpdate(elapsed) end
240
144
GameView = View:extend {
241
145
onNew = function (self)
242
146
self:loadLayers('data/map.lua')
243
147
self.focus = the.player
244
148
self:clampTo(self.map)
246
the.recorder = Recorder:new{mousePosInterval = 9999}
247
the.app.meta:add(the.recorder)
249
the.recorder:startRecording()
251
local storage = Storage:new{filename = 'record.lua'}
253
--print(inspect(storage.data))
254
the.recorder.record = storage.data
255
the.recorder:startPlaying()
258
150
onUpdate = function (self)
259
--print('drawTook: ', the.drawTook)
261
152
--the.player:collide(self.map)
262
153
--self.map:collide(the.player)
264
-- draw = function (self, x, y)
265
-- View.draw(self, x, y)
267
-- love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
271
157
the.app = App:new {
272
158
onRun = function (self)
273
159
self.view = GameView:new()
160
--print(inspect(_(the.app):keys()))
274
161
self.console:watch('onGround', 'the.player.onGround')
275
162
self.console:watch('onWall', 'the.player.onWall')
276
self.console:watch('updateTook', 'the.updateTook')
277
self.console:watch('drawTook', 'the.drawTook')
278
self.console:watch('recorder state', 'the.recorder.state')
280
--the.profiler = newProfiler('time', 2000)
281
--the.profiler = newProfiler()
282
--the.profiler:start()
284
164
onUpdate = function (self, dt)
285
if the.keys:justPressed('escape') then
288
local outfile = io.open( "profile.txt", "w+" )
289
the.profiler:report( outfile )
294
if not love.filesystem.remove('record.lua') then
295
error('could not remove record.lua')
297
local storage = Storage:new{
298
data = the.recorder.record,
299
filename = 'record.lua'
302
--print(inspect(the.recorder.record))
165
if the.keys:justPressed('escape') and
166
not self.console.visible then
308
update = function (self, dt)
309
the.updateStart = love.timer.getMicroTime()
311
if the.updateStart then
312
the.updateTook = love.timer.getMicroTime() - the.updateStart
b'\\ No newline at end of file'