26
13
stand = { frames = { 1 }, fps = 1 },
27
14
walk = { frames = { 2, 3 }, fps = 5 },
28
jump = { frames = { 4 }, fps = 1 },
29
climbLeft = { frames = { 5, 6 }, fps = 5 },
30
climbRight = { frames = { 7, 8 }, fps = 5 }
15
jump = { frames = { 4 }, fps = 1 }
35
17
onNew = function (self)
36
18
self.velocity.y = 0
37
19
self.maxVelocity.y = 400
51
33
assert(drag, 'active sprite has no drag property')
52
34
assert(minVel, 'active sprite has no minVelocity property')
53
35
assert(maxVel, 'active sprite has no maxVelocity property')
54
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')
77
59
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
78
60
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
80
-- ugly hack for falling through floor on really slow frames
81
if math.abs(vel[dir] * elapsed) > 32 then
86
62
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
88
if self[dir] < 0 then self[dir] = 0 end
89
local edge = the.view.map[util.dim(dir)] -
90
the.player[util.dim(dir)]
91
-- TODO: take map position into account
92
if self[dir] > edge then self[dir] = edge end
94
64
onStartFrame = function (self)
95
65
-- this is all in startframe so it happens before
100
70
if self.falling then self.jumping = false end
101
71
--print(self.jumping, self.falling)
103
if (not self.onGround) and (not self.onWall) then
73
if not self.onGround then
107
78
self.acceleration.y = 800
110
self.acceleration.y = 0
112
if self.onWall == 'right' then
113
self:play('climbRight')
114
elseif self.onWall == 'left' then
115
self:play('climbLeft')
118
if the.keys:pressed('up') then
119
self.velocity.y = -200
120
elseif the.keys:pressed('down') then
121
self.velocity.y = 200
124
self:freeze(self.sequences[self.currentName].frames[1])
128
80
if the.keys:pressed('left') then
129
81
self.velocity.x = -200
130
82
if self.onGround then self:play('walk') end
131
if self.onWall == 'right' then
133
self.leftWallAt = love.timer.getTime()
135
83
elseif the.keys:pressed('right') then
136
84
self.velocity.x = 200
137
85
if self.onGround then self:play('walk') end
138
if self.onWall == 'left' then
140
self.leftWallAt = love.timer.getTime()
143
if not self.onWall then
144
if self.onGround then self:play('stand') end
87
if self.onGround then self:play('stand') end
149
if the.keys:justPressed('up') and
150
(self.onGround or the.console.visible or
151
(love.timer.getTime() - self.leftWallAt < .1) ) then
90
if the.keys:justPressed('up') and self.onGround then
152
91
self.velocity.y = -400
153
92
self.jumping = true
157
96
-- NOTE: this is an override, not a callback
159
98
self:doPhysics('x', elapsed)
160
self:collide(the.view.map)
162
-- handle X collisions
164
for _, col in ipairs(self.collisions) do
165
col.other:displaceDir(self, 'x')
166
if self.velocity.x > 0 then
167
self.onWall = 'right'
168
elseif self.velocity.x < 0 then
175
100
self.onGround = false -- right before Y collision callbacks
176
101
self:doPhysics('y', elapsed)
177
103
self:collide(the.view.map)
179
-- handle Y collisions
180
for _, col in ipairs(self.collisions) do
181
if self.velocity.y > 0 then
185
col.other:displaceDir(self, 'y')
190
105
Animation.update(self, elapsed)
192
collide = function (self, ...)
194
Animation.collide(self, ...)
195
-- I could return a true/false value here if I wanted to...
197
107
onCollide = function (self, other, xOverlap, yOverlap)
108
-- seriously, why does this even fire?
198
109
if other == the.view.map then return end
200
table.insert(self.collisions, {other = other,
202
yOverlap = yOverlap })
111
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
112
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
114
-- assumption: any other collision is with a solid map tile
115
if yOverlap > xOverlap then
118
if self.velocity.x > 0 then
119
self.onWall = 'right'
120
elseif self.velocity.x < 0 then
125
elseif xOverlap > yOverlap then
126
-- check if we've moved since collisions were generated
127
local xov, yov = self:overlap(other.x, other.y,
128
other.width, other.height)
129
if xov ~= 0 and yov ~= 0 then
130
--print('y collision')
131
if self.velocity.y > 0 then
206
function Sprite:displaceDir(other, dir)
207
if not self.solid or self == other or not other.solid then return end
208
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
210
if other.sprites then
213
for _, spr in pairs(other.sprites) do
214
self:displace(spr, dir)
218
local dim = util.dim(dir)
220
local negMove = (other[dir] - self[dir]) + other[dim]
221
local posMove = (self[dir] + self[dim]) - other[dir]
223
-- TODO: re-add hinting?
224
if negMove < posMove then
231
other[dir] = other[dir] + chg
234
function Sprite:update (elapsed)
235
if self.onUpdate then self:onUpdate(elapsed) end
238
146
GameView = View:extend {
239
147
onNew = function (self)
240
148
self:loadLayers('data/map.lua')
254
159
the.app = App:new {
255
160
onRun = function (self)
256
161
self.view = GameView:new()
162
--print(inspect(_(the.app):keys()))
257
163
self.console:watch('onGround', 'the.player.onGround')
258
164
self.console:watch('onWall', 'the.player.onWall')
259
self.console:watch('updateTook', 'the.updateTook')
260
self.console:watch('drawTook', 'the.drawTook')
262
--the.profiler = newProfiler('time', 2000)
263
--the.profiler = newProfiler()
264
--the.profiler:start()
266
166
onUpdate = function (self, dt)
267
if the.keys:justPressed('escape') then
270
local outfile = io.open( "profile.txt", "w+" )
271
the.profiler:report( outfile )
167
if the.keys:justPressed('escape') and
168
not self.console.visible then
278
update = function (self, dt)
279
the.updateStart = love.timer.getMicroTime()
281
if the.updateStart then
282
the.updateTook = love.timer.getMicroTime() - the.updateStart
b'\\ No newline at end of file'