16
18
self.velocity.y = 0
17
19
self.maxVelocity.y = 400
21
doPhysics = function (self, dir, elapsed)
22
local vel = self.velocity
23
local acc = self.acceleration
24
local drag = self.drag
25
local minVel = self.minVelocity
26
local maxVel = self.maxVelocity
28
-- check existence of properties
31
assert(vel, 'active sprite has no velocity property')
32
assert(acc, 'active sprite has no acceleration property')
33
assert(drag, 'active sprite has no drag property')
34
assert(minVel, 'active sprite has no minVelocity property')
35
assert(maxVel, 'active sprite has no maxVelocity property')
36
assert(_.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
41
vel.rotation = vel.rotation or 0
45
if acc[dir] and acc[dir] ~= 0 then
46
vel[dir] = vel[dir] + acc[dir] * elapsed
50
vel[dir] = vel[dir] - drag[dir] * elapsed
51
if vel[dir] < 0 then vel[dir] = 0 end
52
elseif vel[dir] < 0 then
53
vel[dir] = vel[dir] + drag[dir] * elapsed
54
if vel[dir] > 0 then vel[dir] = 0 end
59
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
60
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
62
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
19
64
onStartFrame = function (self)
20
65
-- this is all in startframe so it happens before
21
66
-- physics calc at beginning of update
68
-- jumping/falling updates could go in EndFrame...
69
self.falling = self.velocity.y > 0
70
if self.falling then self.jumping = false end
71
--print(self.jumping, self.falling)
73
if not self.onGround then
23
77
self.velocity.x = 0
24
78
self.acceleration.y = 800
26
80
if the.keys:pressed('left') then
27
81
self.velocity.x = -200
82
if self.onGround then self:play('walk') end
29
83
elseif the.keys:pressed('right') then
30
84
self.velocity.x = 200
85
if self.onGround then self:play('walk') end
87
if self.onGround then self:play('stand') end
36
if the.keys:justPressed('up') then
90
if the.keys:justPressed('up') and self.onGround then
37
91
self.velocity.y = -400
95
update = function (self, elapsed)
96
-- NOTE: this is an override, not a callback
98
self:doPhysics('x', elapsed)
100
self.onGround = false -- right before Y collision callbacks
101
self:doPhysics('y', elapsed)
103
self:collide(the.view.map)
105
Animation.update(self, elapsed)
40
107
onCollide = function (self, other, xOverlap, yOverlap)
41
108
-- seriously, why does this even fire?
42
109
if other == the.view.map then return end
47
114
-- assumption: any other collision is with a solid map tile
48
115
if yOverlap > xOverlap then
49
116
other:displace(self)
118
if self.velocity.x > 0 then
119
self.onWall = 'right'
120
elseif self.velocity.x < 0 then
50
125
elseif xOverlap > yOverlap then
51
126
-- check if we've moved since collisions were generated
52
127
local xov, yov = self:overlap(other.x, other.y,
53
128
other.width, other.height)
54
129
if xov ~= 0 and yov ~= 0 then
130
--print('y collision')
131
if self.velocity.y > 0 then
55
135
self.velocity.y = 0
56
136
other:displace(self)
65
146
GameView = View:extend {
78
159
the.app = App:new {
79
160
onRun = function (self)
80
161
self.view = GameView:new()
162
--print(inspect(_(the.app):keys()))
163
self.console:watch('onGround', 'the.player.onGround')
164
self.console:watch('onWall', 'the.player.onWall')
82
166
onUpdate = function (self, dt)
83
-- apparently I can do this w/ C-A-q if DEBUG is on
84
-- if the.keys:justPressed('escape') then
167
if the.keys:justPressed('escape') and
168
not self.console.visible then
b'\\ No newline at end of file'