/zoeplat

To get this branch, use:
bzr branch http://9ix.org/bzr/zoeplat

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-03-10 22:06:04 UTC
  • Revision ID: josh@9ix.org-20130310220604-13mvvqrc4tv12fh0
call Animation.update so we actually get animations

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
 
5
_ = require 'underscore'
5
6
--inspect = require 'inspect'
6
 
--_ = require 'underscore'
7
7
 
8
8
Player = Animation:extend {
9
9
   image = 'data/player.png',
18
18
              self.velocity.y = 0
19
19
              self.maxVelocity.y = 400
20
20
           end,
 
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
 
27
 
 
28
                  -- check existence of properties
 
29
 
 
30
                  if STRICT then
 
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')
 
37
                  end
 
38
 
 
39
                  vel.x = vel.x or 0
 
40
                  vel.y = vel.y or 0
 
41
                  vel.rotation = vel.rotation or 0
 
42
 
 
43
                  -- physics
 
44
 
 
45
                  if acc[dir] and acc[dir] ~= 0 then
 
46
                     vel[dir] = vel[dir] + acc[dir] * elapsed
 
47
                  else
 
48
                     if drag[dir] then
 
49
                        if vel[dir] > 0 then
 
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
 
55
                        end
 
56
                     end
 
57
                  end
 
58
 
 
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
 
61
 
 
62
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
 
63
               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
49
92
                        self.jumping = true
50
93
                     end
51
94
                  end,
52
 
   onUpdate = function (self)
53
 
                 -- needs to happen right before collision
54
 
                 self.onGround = false
55
 
                end,
 
95
   update = function (self, elapsed)
 
96
               -- NOTE: this is an override, not a callback
 
97
 
 
98
               self:doPhysics('x', elapsed)
 
99
 
 
100
               self.onGround = false -- right before Y collision callbacks
 
101
               self:doPhysics('y', elapsed)
 
102
 
 
103
               self:collide(the.view.map)
 
104
 
 
105
               Animation.update(self, elapsed)
 
106
            end,
56
107
   onCollide = function (self, other, xOverlap, yOverlap)
57
108
                  -- seriously, why does this even fire?
58
109
                  if other == the.view.map then return end
69
120
                     elseif self.velocity.x < 0 then
70
121
                        self.onWall = 'left'
71
122
                     else
72
 
                        print '??'
 
123
                        print 'x ??'
73
124
                     end
74
125
                  elseif xOverlap > yOverlap then
75
126
                     -- check if we've moved since collisions were generated
86
137
                        self.jumping = false
87
138
                     end
88
139
                  else
89
 
                     print('??')
 
140
                     print('xy ??')
90
141
                  end
91
142
 
92
143
               end,
100
151
           end,
101
152
   onUpdate = function (self)
102
153
                 --print('tick')
103
 
                 the.player:collide(self.map)
 
154
                 --the.player:collide(self.map)
104
155
                 --self.map:collide(the.player)
105
156
              end
106
157
}
115
166
   onUpdate = function (self, dt)
116
167
                 if the.keys:justPressed('escape') and 
117
168
                   not self.console.visible then
118
 
                    love.event.quit()
 
169
                    self.quit()
119
170
                 end
120
171
              end
121
172
}
 
 
b'\\ No newline at end of file'