/zoeplat

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  • 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

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DEBUG = true
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require 'zoetrope'
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TERM_VEL = 400
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Player = Tile:extend {
 
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_ = require 'underscore'
 
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--inspect = require 'inspect'
 
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Player = Animation:extend {
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   image = 'data/player.png',
 
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   height = 32,
 
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   width = 32,
 
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   sequences = {
 
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      stand = { frames = { 1 }, fps = 1 },
 
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      walk = { frames = { 2, 3 }, fps = 5 },
 
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      jump = { frames = { 4 }, fps = 1 }
 
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   },
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   onNew = function (self)
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              self.velocity.y = 0
 
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              self.maxVelocity.y = 400
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           end,
 
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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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                  if STRICT then
 
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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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                  end
 
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                  vel.x = vel.x or 0
 
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                  vel.y = vel.y or 0
 
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                  vel.rotation = vel.rotation or 0
 
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                  -- physics
 
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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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                  else
 
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                     if drag[dir] then
 
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                        if 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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                        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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                        end
 
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                     end
 
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                  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
 
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               end,
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   onStartFrame = function (self)
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                     -- this is all in startframe so it happens before
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                     -- physics calc at beginning of update
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                 self.velocity.x = 0
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                 -- TODO: this can be replaced with sprite.maxVel.y    
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                 if self.velocity.y >= TERM_VEL then
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                    self.velocity.y = TERM_VEL
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                    self.acceleration.y = 0
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                 else
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                    self.acceleration.y = 800
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                 end
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                 if the.keys:pressed('left') then
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                    self.velocity.x = -200
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                 elseif the.keys:pressed('right') then
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                    self.velocity.x = 200
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                 end
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                 if the.keys:justPressed('up') then
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                    self.velocity.y = -400
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                 end
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              end,
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   onUpdate = function (self)
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                 -- this is called after physics, so this makes sense here
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                 the.view.map:subdisplace(self)
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              end
 
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                     -- jumping/falling updates could go in EndFrame...
 
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                     self.falling = self.velocity.y > 0
 
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                     if self.falling then self.jumping = false end
 
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                     --print(self.jumping, self.falling)
 
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                     if not self.onGround then
 
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                        self:play('jump')
 
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                     end
 
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                     self.velocity.x = 0
 
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                     self.acceleration.y = 800
 
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                     if the.keys:pressed('left') then
 
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                        self.velocity.x = -200
 
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                        if self.onGround then self:play('walk') end
 
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                     elseif the.keys:pressed('right') then
 
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                        self.velocity.x = 200
 
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                        if self.onGround then self:play('walk') end
 
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                     else
 
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                        if self.onGround then self:play('stand') end
 
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                     end
 
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                     if the.keys:justPressed('up') and self.onGround then
 
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                        self.velocity.y = -400
 
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                        self.jumping = true
 
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                     end
 
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                  end,
 
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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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               Animation.update(self, elapsed)
 
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            end,
 
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   onCollide = function (self, other, xOverlap, yOverlap)
 
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                  -- seriously, why does this even fire?
 
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                  if other == the.view.map then return end
 
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                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
 
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                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
 
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                  -- assumption: any other collision is with a solid map tile
 
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                  if yOverlap > xOverlap then
 
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                     other:displace(self)
 
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                     if self.velocity.x > 0 then
 
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                        self.onWall = 'right'
 
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                     elseif self.velocity.x < 0 then
 
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                        self.onWall = 'left'
 
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                     else
 
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                        print 'x ??'
 
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                     end
 
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                  elseif xOverlap > yOverlap then
 
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                     -- check if we've moved since collisions were generated
 
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                     local xov, yov = self:overlap(other.x, other.y,
 
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                                                   other.width, other.height)
 
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                     if xov ~= 0 and yov ~= 0 then
 
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                        --print('y collision')
 
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                        if self.velocity.y > 0 then
 
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                           self.onGround = true
 
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                        end
 
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                        self.velocity.y = 0
 
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                        other:displace(self)
 
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                        self.jumping = false
 
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                     end
 
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                  else
 
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                     print('xy ??')
 
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                  end
 
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               end,
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}
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GameView = View:extend {
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              self:loadLayers('data/map.lua')
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              self.focus = the.player
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              self:clampTo(self.map)
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           end
 
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           end,
 
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   onUpdate = function (self)
 
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                 --print('tick')
 
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                 --the.player:collide(self.map)
 
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                 --self.map:collide(the.player)
 
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              end
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}
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the.app = App:new {
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   onRun = function (self)
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              self.view = GameView:new()
 
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              --print(inspect(_(the.app):keys()))
 
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              self.console:watch('onGround', 'the.player.onGround')
 
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              self.console:watch('onWall', 'the.player.onWall')
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           end,
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   onUpdate = function (self, dt)
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                 if the.keys:justPressed('escape') then
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                    love.event.quit()
 
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                 if the.keys:justPressed('escape') and 
 
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                   not self.console.visible then
 
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                    self.quit()
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                 end
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              end
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}
 
 
b'\\ No newline at end of file'