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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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STRICT = true
2
2
DEBUG = true
3
 
RECORD = true
4
 
PLAYBACK = false
5
3
 
6
4
require 'zoetrope'
7
 
__ = require 'underscore'
 
5
_ = require 'underscore'
8
6
--inspect = require 'inspect'
9
 
require 'pepperprof'
10
 
 
11
 
util = {
12
 
   dim = function(dir)
13
 
      if dir == 'x' then
14
 
         return 'width'
15
 
      elseif dir == 'y' then
16
 
         return 'height'
17
 
      else
18
 
         if STRICT then error('dir '..dir) end
19
 
      end
20
 
   end
21
 
}
22
7
 
23
8
Player = Animation:extend {
24
9
   image = 'data/player.png',
27
12
   sequences = {
28
13
      stand = { frames = { 1 }, fps = 1 },
29
14
      walk = { frames = { 2, 3 }, fps = 5 },
30
 
      jump = { frames = { 4 }, fps = 1 },
31
 
      climbLeft = { frames = { 5, 6 }, fps = 5 },
32
 
      climbRight = { frames = { 7, 8 }, fps = 5 }
 
15
      jump = { frames = { 4 }, fps = 1 }
33
16
   },
34
 
   collisions = {},
35
 
   onWall = false,
36
 
   leftWallAt = 0,
37
17
   onNew = function (self)
38
18
              self.velocity.y = 0
39
19
              self.maxVelocity.y = 400
53
33
                     assert(drag, 'active sprite has no drag property')
54
34
                     assert(minVel, 'active sprite has no minVelocity property')
55
35
                     assert(maxVel, 'active sprite has no maxVelocity property')
56
 
                     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')
57
37
                  end
58
38
 
59
39
                  vel.x = vel.x or 0
79
59
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
80
60
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
81
61
 
82
 
                  -- ugly hack for falling through floor on really slow frames
83
 
                  if math.abs(vel[dir] * elapsed) > 32 then
84
 
                     print('skip')
85
 
                     return
86
 
                  end
87
 
 
88
62
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
89
 
 
90
 
                  if self[dir] < 0 then self[dir] = 0 end
91
 
                  local edge = the.view.map[util.dim(dir)] -
92
 
                               the.player[util.dim(dir)]
93
 
                  -- TODO: take map position into account
94
 
                  if self[dir] > edge then self[dir] = edge end
95
63
               end,
96
64
   onStartFrame = function (self)
97
65
                     -- this is all in startframe so it happens before
102
70
                     if self.falling then self.jumping = false end
103
71
                     --print(self.jumping, self.falling)
104
72
 
105
 
                     if (not self.onGround) and (not self.onWall) then
 
73
                     if not self.onGround then
106
74
                        self:play('jump')
107
75
                     end
108
76
 
 
77
                     self.velocity.x = 0
109
78
                     self.acceleration.y = 800
110
79
 
111
 
                     if self.onWall then
112
 
                        self.acceleration.y = 0
113
 
 
114
 
                        if self.onWall == 'right' then
115
 
                           self:play('climbRight')
116
 
                        elseif self.onWall == 'left' then
117
 
                           self:play('climbLeft')
118
 
                        end
119
 
 
120
 
                        if the.keys:pressed('up') then
121
 
                           self.velocity.y = -200
122
 
                        elseif the.keys:pressed('down') then
123
 
                           self.velocity.y = 200
124
 
                        else
125
 
                           self.velocity.y = 0
126
 
                           self:freeze(self.sequences[self.currentName].frames[1])
127
 
                        end
128
 
                     end
129
 
 
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
134
 
                           self.onWall = false
135
 
                           self.leftWallAt = love.timer.getTime()
136
 
                        end
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
141
 
                           self.onWall = false
142
 
                           self.leftWallAt = love.timer.getTime()
143
 
                        end
144
86
                     else
145
 
                        if not self.onWall then
146
 
                           if self.onGround then self:play('stand') end
147
 
                           self.velocity.x = 0
148
 
                        end
 
87
                        if self.onGround then self:play('stand') end
149
88
                     end
150
89
 
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
156
93
                     end
159
96
               -- NOTE: this is an override, not a callback
160
97
 
161
98
               self:doPhysics('x', elapsed)
162
 
               self:collide(the.view.map)
163
 
 
164
 
               -- handle X collisions
165
 
               self.onWall = false
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
171
 
                     self.onWall = 'left'
172
 
                  else
173
 
                     print 'x ??'
174
 
                  end
175
 
               end
176
99
 
177
100
               self.onGround = false -- right before Y collision callbacks
178
101
               self:doPhysics('y', elapsed)
 
102
 
179
103
               self:collide(the.view.map)
180
 
 
181
 
               -- handle Y collisions
182
 
               for _, col in ipairs(self.collisions) do
183
 
                  if self.velocity.y > 0 then
184
 
                     self.onGround = true
185
 
                  end
186
 
 
187
 
                  col.other:displaceDir(self, 'y')
188
 
                  self.velocity.y = 0
189
 
                  self.jumping = false
190
 
               end
191
 
 
192
 
               -- text blob
193
 
               if not self.text then
194
 
                  self.text = Text:new{wordWrap = true, width = 50, tint = {0,0,0}}
195
 
                  self.textfill = Fill:new{width = 54, border = {0,0,255}}
196
 
                  --the.view:add(self.textfill)
197
 
                  --the.view:add(self.text)
198
 
               end
199
 
               self.text.text = "Blah blah big text etc etc wrapping"
200
 
               self.text:centerAround(self.x+16, self.y+16, 'horizontal')
201
 
               _, texth = self.text:getSize()
202
 
               self.text.y = self.y - texth - 4
203
 
               self.textfill.x = self.text.x - 2
204
 
               self.textfill.y = self.text.y - 2
205
 
               self.textfill.height = texth + 4
206
 
 
207
 
               Animation.update(self, elapsed)
208
104
            end,
209
 
   collide = function (self, ...)
210
 
                self.collisions = {}
211
 
                Animation.collide(self, ...)
212
 
                -- I could return a true/false value here if I wanted to...
213
 
             end,
214
105
   onCollide = function (self, other, xOverlap, yOverlap)
 
106
                  -- seriously, why does this even fire?
215
107
                  if other == the.view.map then return end
216
108
 
217
 
                  table.insert(self.collisions, {other = other,
218
 
                                                 xOverlap = xOverlap,
219
 
                                                 yOverlap = yOverlap })
220
 
               end
 
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)
 
111
 
 
112
                  -- assumption: any other collision is with a solid map tile
 
113
                  if yOverlap > xOverlap then
 
114
                     other:displace(self)
 
115
 
 
116
                     if self.velocity.x > 0 then
 
117
                        self.onWall = 'right'
 
118
                     elseif self.velocity.x < 0 then
 
119
                        self.onWall = 'left'
 
120
                     else
 
121
                        print 'x ??'
 
122
                     end
 
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
 
130
                           self.onGround = true
 
131
                        end
 
132
 
 
133
                        self.velocity.y = 0
 
134
                        other:displace(self)
 
135
                        self.jumping = false
 
136
                     end
 
137
                  else
 
138
                     print('xy ??')
 
139
                  end
 
140
 
 
141
               end,
221
142
}
222
143
 
223
 
function Sprite:displaceDir(other, dir)
224
 
   if not self.solid or self == other or not other.solid then return end
225
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
226
 
 
227
 
   if other.sprites then
228
 
      -- handle groups
229
 
 
230
 
      for _, spr in pairs(other.sprites) do
231
 
         self:displace(spr, dir)
232
 
      end
233
 
   else
234
 
      -- handle sprites
235
 
      local dim = util.dim(dir)
236
 
 
237
 
      local negMove = (other[dir] - self[dir]) + other[dim]
238
 
      local posMove = (self[dir] + self[dim]) - other[dir]
239
 
 
240
 
      -- TODO: re-add hinting?
241
 
      if negMove < posMove then
242
 
         chg = - negMove
243
 
      else
244
 
         chg = posMove
245
 
      end
246
 
   end
247
 
 
248
 
   other[dir] = other[dir] + chg
249
 
end
250
 
 
251
 
function Sprite:update (elapsed)
252
 
   if self.onUpdate then self:onUpdate(elapsed) end
253
 
end
254
 
 
255
144
GameView = View:extend {
256
145
   onNew = function (self)
257
146
              self:loadLayers('data/map.lua')
258
147
              self.focus = the.player
259
148
              self:clampTo(self.map)
260
 
 
261
 
              the.recorder = Recorder:new{mousePosInterval = 9999}
262
 
              the.app.meta:add(the.recorder)
263
 
              if RECORD then
264
 
                 the.recorder:startRecording()
265
 
              elseif PLAYBACK then
266
 
                 local storage = Storage:new{filename = 'record.lua'}
267
 
                 storage:load()
268
 
                 --print(inspect(storage.data))
269
 
                 the.recorder.record = storage.data
270
 
                 the.recorder:startPlaying()
271
 
              end
272
149
           end,
273
150
   onUpdate = function (self)
274
 
                 --print('drawTook: ', the.drawTook)
275
151
                 --print('tick')
276
152
                 --the.player:collide(self.map)
277
153
                 --self.map:collide(the.player)
278
 
              end,
279
 
   -- draw = function (self, x, y)
280
 
   --           View.draw(self, x, y)
281
 
 
282
 
   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
283
 
   --        end
 
154
              end
284
155
}
285
156
 
286
157
the.app = App:new {
287
158
   onRun = function (self)
288
159
              self.view = GameView:new()
 
160
              --print(inspect(_(the.app):keys()))
289
161
              self.console:watch('onGround', 'the.player.onGround')
290
162
              self.console:watch('onWall', 'the.player.onWall')
291
 
              self.console:watch('updateTook', 'the.updateTook')
292
 
              self.console:watch('drawTook', 'the.drawTook')
293
 
              self.console:watch('recorder state', 'the.recorder.state')
294
 
 
295
 
              --the.profiler = newProfiler('time', 2000)
296
 
              --the.profiler = newProfiler()
297
 
              --the.profiler:start()
298
163
           end,
299
164
   onUpdate = function (self, dt)
300
 
                 if the.keys:justPressed('escape') then
301
 
                    if the.profiler then
302
 
                       the.profiler:stop()
303
 
                       local outfile = io.open( "profile.txt", "w+" )
304
 
                       the.profiler:report( outfile )
305
 
                       outfile:close()
306
 
                    end
307
 
 
308
 
                    if RECORD then
309
 
                       if not love.filesystem.remove('record.lua') then
310
 
                          error('could not remove record.lua')
311
 
                       end
312
 
                       local storage = Storage:new{
313
 
                          data = the.recorder.record,
314
 
                          filename = 'record.lua'
315
 
                       }
316
 
                       storage:save(false)
317
 
                       --print(inspect(the.recorder.record))
318
 
                    end
319
 
 
 
165
                 if the.keys:justPressed('escape') and 
 
166
                   not self.console.visible then
320
167
                    self.quit()
321
168
                 end
322
 
              end,
323
 
   update = function (self, dt)
324
 
               the.updateStart = love.timer.getMicroTime()
325
 
               App.update(self, dt)
326
 
               if the.updateStart then
327
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
328
 
               end
329
 
            end
330
 
}
 
169
              end
 
170
}
 
 
b'\\ No newline at end of file'