5
_ = require 'underscore'
5
6
--inspect = require 'inspect'
6
--_ = require 'underscore'
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8
Player = Animation:extend {
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9
image = 'data/player.png',
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18
self.velocity.y = 0
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19
self.maxVelocity.y = 400
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doPhysics = function (self, dir, elapsed)
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local vel = self.velocity
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local acc = self.acceleration
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local drag = self.drag
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local minVel = self.minVelocity
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local maxVel = self.maxVelocity
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-- check existence of properties
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assert(vel, 'active sprite has no velocity property')
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assert(acc, 'active sprite has no acceleration property')
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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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vel.rotation = vel.rotation or 0
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if acc[dir] and acc[dir] ~= 0 then
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vel[dir] = vel[dir] + acc[dir] * elapsed
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vel[dir] = vel[dir] - drag[dir] * elapsed
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if vel[dir] < 0 then vel[dir] = 0 end
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elseif vel[dir] < 0 then
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vel[dir] = vel[dir] + drag[dir] * elapsed
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if vel[dir] > 0 then vel[dir] = 0 end
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if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
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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
21
64
onStartFrame = function (self)
22
65
-- this is all in startframe so it happens before
23
66
-- physics calc at beginning of update
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92
self.jumping = true
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onUpdate = function (self)
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-- needs to happen right before collision
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update = function (self, elapsed)
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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.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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105
onCollide = function (self, other, xOverlap, yOverlap)
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106
-- seriously, why does this even fire?
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107
if other == the.view.map then return end
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164
onUpdate = function (self, dt)
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165
if the.keys:justPressed('escape') and
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166
not self.console.visible then
b'\\ No newline at end of file'