5
_ = require 'underscore'
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--inspect = require 'inspect'
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Player = Animation:extend {
9
9
image = 'data/player.png',
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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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17
onNew = function (self)
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18
self.velocity.y = 0
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self.maxVelocity.y = 400
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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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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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vel.rotation = vel.rotation or 0
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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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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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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
13
64
onStartFrame = function (self)
14
65
-- this is all in startframe so it happens before
15
66
-- physics calc at beginning of update
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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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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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elseif the.keys:pressed('right') then
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if the.keys:justPressed('up') then
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self.velocity.y = -400
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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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-- 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.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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if self.onGround then self:play('walk') end
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if self.onGround then self:play('stand') 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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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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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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if self.velocity.x > 0 then
119
self.onWall = 'right'
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elseif self.velocity.x < 0 then
125
elseif xOverlap > yOverlap then
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-- 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
42
146
GameView = View:extend {