/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
_ = require 'underscore'
6
6
--inspect = require 'inspect'
7
 
require 'pepperprof'
8
 
 
9
 
util = {
10
 
   dim = function(dir)
11
 
      if dir == 'x' then
12
 
         return 'width'
13
 
      elseif dir == 'y' then
14
 
         return 'height'
15
 
      else
16
 
         print 'dir ??'
17
 
      end
18
 
   end
19
 
}
20
7
 
21
8
Player = Animation:extend {
22
9
   image = 'data/player.png',
25
12
   sequences = {
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 }
31
16
   },
32
 
   collisions = {},
33
 
   onWall = false,
34
 
   leftWallAt = 0,
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')
55
37
                  end
56
38
 
57
39
                  vel.x = vel.x or 0
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
79
61
 
80
 
                  -- ugly hack for falling through floor on really slow frames
81
 
                  if math.abs(vel[dir] * elapsed) > 32 then
82
 
                     print('skip')
83
 
                     return
84
 
                  end
85
 
 
86
62
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
87
 
 
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
93
63
               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)
102
72
 
103
 
                     if (not self.onGround) and (not self.onWall) then
 
73
                     if not self.onGround then
104
74
                        self:play('jump')
105
75
                     end
106
76
 
 
77
                     self.velocity.x = 0
107
78
                     self.acceleration.y = 800
108
79
 
109
 
                     if self.onWall then
110
 
                        self.acceleration.y = 0
111
 
 
112
 
                        if self.onWall == 'right' then
113
 
                           self:play('climbRight')
114
 
                        elseif self.onWall == 'left' then
115
 
                           self:play('climbLeft')
116
 
                        end
117
 
 
118
 
                        if the.keys:pressed('up') then
119
 
                           self.velocity.y = -200
120
 
                        elseif the.keys:pressed('down') then
121
 
                           self.velocity.y = 200
122
 
                        else
123
 
                           self.velocity.y = 0
124
 
                           self:freeze(self.sequences[self.currentName].frames[1])
125
 
                        end
126
 
                     end
127
 
 
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
132
 
                           self.onWall = false
133
 
                           self.leftWallAt = love.timer.getTime()
134
 
                        end
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
139
 
                           self.onWall = false
140
 
                           self.leftWallAt = love.timer.getTime()
141
 
                        end
142
86
                     else
143
 
                        if not self.onWall then
144
 
                           if self.onGround then self:play('stand') end
145
 
                           self.velocity.x = 0
146
 
                        end
 
87
                        if self.onGround then self:play('stand') end
147
88
                     end
148
89
 
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
154
93
                     end
157
96
               -- NOTE: this is an override, not a callback
158
97
 
159
98
               self:doPhysics('x', elapsed)
160
 
               self:collide(the.view.map)
161
 
 
162
 
               -- handle X collisions
163
 
               self.onWall = false
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
169
 
                     self.onWall = 'left'
170
 
                  else
171
 
                     print 'x ??'
172
 
                  end
173
 
               end
174
99
 
175
100
               self.onGround = false -- right before Y collision callbacks
176
101
               self:doPhysics('y', elapsed)
 
102
 
177
103
               self:collide(the.view.map)
178
104
 
179
 
               -- handle Y collisions
180
 
               for _, col in ipairs(self.collisions) do
181
 
                  if self.velocity.y > 0 then
182
 
                     self.onGround = true
183
 
                  end
184
 
 
185
 
                  col.other:displaceDir(self, 'y')
186
 
                  self.velocity.y = 0
187
 
                  self.jumping = false
188
 
               end
189
 
 
190
105
               Animation.update(self, elapsed)
191
106
            end,
192
 
   collide = function (self, ...)
193
 
                self.collisions = {}
194
 
                Animation.collide(self, ...)
195
 
                -- I could return a true/false value here if I wanted to...
196
 
             end,
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
199
110
 
200
 
                  table.insert(self.collisions, {other = other,
201
 
                                                 xOverlap = xOverlap,
202
 
                                                 yOverlap = yOverlap })
203
 
               end
 
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)
 
113
 
 
114
                  -- assumption: any other collision is with a solid map tile
 
115
                  if yOverlap > xOverlap then
 
116
                     other:displace(self)
 
117
 
 
118
                     if self.velocity.x > 0 then
 
119
                        self.onWall = 'right'
 
120
                     elseif self.velocity.x < 0 then
 
121
                        self.onWall = 'left'
 
122
                     else
 
123
                        print 'x ??'
 
124
                     end
 
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
 
132
                           self.onGround = true
 
133
                        end
 
134
 
 
135
                        self.velocity.y = 0
 
136
                        other:displace(self)
 
137
                        self.jumping = false
 
138
                     end
 
139
                  else
 
140
                     print('xy ??')
 
141
                  end
 
142
 
 
143
               end,
204
144
}
205
145
 
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
209
 
 
210
 
   if other.sprites then
211
 
      -- handle groups
212
 
 
213
 
      for _, spr in pairs(other.sprites) do
214
 
         self:displace(spr, dir)
215
 
      end
216
 
   else
217
 
      -- handle sprites
218
 
      local dim = util.dim(dir)
219
 
 
220
 
      local negMove = (other[dir] - self[dir]) + other[dim]
221
 
      local posMove = (self[dir] + self[dim]) - other[dir]
222
 
 
223
 
      -- TODO: re-add hinting?
224
 
      if negMove < posMove then
225
 
         chg = - negMove
226
 
      else
227
 
         chg = posMove
228
 
      end
229
 
   end
230
 
 
231
 
   other[dir] = other[dir] + chg
232
 
end
233
 
 
234
 
function Sprite:update (elapsed)
235
 
   if self.onUpdate then self:onUpdate(elapsed) end
236
 
end
237
 
 
238
146
GameView = View:extend {
239
147
   onNew = function (self)
240
148
              self:loadLayers('data/map.lua')
244
150
              self:clampTo(self.map)
245
151
           end,
246
152
   onUpdate = function (self)
247
 
                 --print('drawTook: ', the.drawTook)
248
153
                 --print('tick')
249
154
                 --the.player:collide(self.map)
250
155
                 --self.map:collide(the.player)
251
 
              end,
252
 
   draw = function (self, x, y)
253
 
             View.draw(self, x, y)
254
 
 
255
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
256
 
          end
 
156
              end
257
157
}
258
158
 
259
159
the.app = App:new {
260
160
   onRun = function (self)
261
161
              self.view = GameView:new()
 
162
              --print(inspect(_(the.app):keys()))
262
163
              self.console:watch('onGround', 'the.player.onGround')
263
164
              self.console:watch('onWall', 'the.player.onWall')
264
 
              self.console:watch('updateTook', 'the.updateTook')
265
 
              self.console:watch('drawTook', 'the.drawTook')
266
 
 
267
 
              --the.profiler = newProfiler('time', 2000)
268
 
              --the.profiler = newProfiler()
269
 
              --the.profiler:start()
270
165
           end,
271
166
   onUpdate = function (self, dt)
272
 
                 if the.keys:justPressed('escape') then
273
 
                    if the.profiler then
274
 
                       the.profiler:stop()
275
 
                       local outfile = io.open( "profile.txt", "w+" )
276
 
                       the.profiler:report( outfile )
277
 
                       outfile:close()
278
 
                    end
279
 
 
 
167
                 if the.keys:justPressed('escape') and 
 
168
                   not self.console.visible then
280
169
                    self.quit()
281
170
                 end
282
 
              end,
283
 
   update = function (self, dt)
284
 
               the.updateStart = love.timer.getMicroTime()
285
 
               App.update(self, dt)
286
 
               if the.updateStart then
287
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
288
 
               end
289
 
            end
290
 
}
 
171
              end
 
172
}
 
 
b'\\ No newline at end of file'