/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 22:25:26 UTC
  • Revision ID: josh@9ix.org-20130310222526-hrotq2ukxktjsrdg
climb walls

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'
 
6
--inspect = require 'inspect'
5
7
 
6
8
Player = Animation:extend {
7
9
   image = 'data/player.png',
16
18
              self.velocity.y = 0
17
19
              self.maxVelocity.y = 400
18
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,
19
64
   onStartFrame = function (self)
20
65
                     -- this is all in startframe so it happens before
21
66
                     -- physics calc at beginning of update
22
67
 
 
68
                     -- jumping/falling updates could go in EndFrame...
 
69
                     self.falling = self.velocity.y > 0
 
70
                     if self.falling then self.jumping = false end
 
71
                     --print(self.jumping, self.falling)
 
72
 
 
73
                     if (not self.onGround) and (not self.onWall) then
 
74
                        self:play('jump')
 
75
                     end
 
76
 
23
77
                     self.velocity.x = 0
24
78
                     self.acceleration.y = 800
25
79
 
 
80
                     if self.onWall then
 
81
                        self.acceleration.y = 0
 
82
 
 
83
                        if the.keys:pressed('up') then
 
84
                           self.velocity.y = -200
 
85
                           self:play('stand')
 
86
                        elseif the.keys:pressed('down') then
 
87
                           self.velocity.y = 200
 
88
                           self:play('stand')
 
89
                        else
 
90
                           self.velocity.y = 0
 
91
                           self:play('stand')
 
92
                        end
 
93
                     end
 
94
 
26
95
                     if the.keys:pressed('left') then
27
96
                        self.velocity.x = -200
28
 
                        self:play('walk')
 
97
                        if self.onGround then self:play('walk') end
 
98
                        if self.onWall == 'right' then self.onWall = false end
 
99
                        if self.onWall == 'right' then self.onWall = false end
29
100
                     elseif the.keys:pressed('right') then
30
101
                        self.velocity.x = 200
31
 
                        self:play('walk')
 
102
                        if self.onGround then self:play('walk') end
 
103
                        if self.onWall == 'left' then self.onWall = false end
32
104
                     else
33
 
                        self:play('stand')
 
105
                        if self.onGround then self:play('stand') end
34
106
                     end
35
107
 
36
 
                     if the.keys:justPressed('up') then
 
108
                     if the.keys:justPressed('up') and self.onGround then
37
109
                        self.velocity.y = -400
 
110
                        self.jumping = true
38
111
                     end
39
112
                  end,
 
113
   update = function (self, elapsed)
 
114
               -- NOTE: this is an override, not a callback
 
115
 
 
116
               self:doPhysics('x', elapsed)
 
117
 
 
118
               self.onGround = false -- right before Y collision callbacks
 
119
               self:doPhysics('y', elapsed)
 
120
 
 
121
               self:collide(the.view.map)
 
122
 
 
123
               Animation.update(self, elapsed)
 
124
            end,
40
125
   onCollide = function (self, other, xOverlap, yOverlap)
41
126
                  -- seriously, why does this even fire?
42
127
                  if other == the.view.map then return end
47
132
                  -- assumption: any other collision is with a solid map tile
48
133
                  if yOverlap > xOverlap then
49
134
                     other:displace(self)
 
135
 
 
136
                     if self.velocity.x > 0 then
 
137
                        self.onWall = 'right'
 
138
                     elseif self.velocity.x < 0 then
 
139
                        self.onWall = 'left'
 
140
                     else
 
141
                        print 'x ??'
 
142
                     end
50
143
                  elseif xOverlap > yOverlap then
51
144
                     -- check if we've moved since collisions were generated
52
145
                     local xov, yov = self:overlap(other.x, other.y,
53
146
                                                   other.width, other.height)
54
147
                     if xov ~= 0 and yov ~= 0 then
 
148
                        --print('y collision')
 
149
                        if self.velocity.y > 0 then
 
150
                           self.onGround = true
 
151
                        end
 
152
 
55
153
                        self.velocity.y = 0
56
154
                        other:displace(self)
 
155
                        self.jumping = false
57
156
                     end
58
157
                  else
59
 
                     print('??')
 
158
                     print('xy ??')
60
159
                  end
61
160
 
62
 
               end
 
161
               end,
63
162
}
64
163
 
65
164
GameView = View:extend {
70
169
           end,
71
170
   onUpdate = function (self)
72
171
                 --print('tick')
73
 
                 the.player:collide(self.map)
 
172
                 --the.player:collide(self.map)
74
173
                 --self.map:collide(the.player)
75
174
              end
76
175
}
78
177
the.app = App:new {
79
178
   onRun = function (self)
80
179
              self.view = GameView:new()
 
180
              --print(inspect(_(the.app):keys()))
 
181
              self.console:watch('onGround', 'the.player.onGround')
 
182
              self.console:watch('onWall', 'the.player.onWall')
81
183
           end,
82
184
   onUpdate = function (self, dt)
83
 
                 -- apparently I can do this w/ C-A-q if DEBUG is on
84
 
                 -- if the.keys:justPressed('escape') then
85
 
                 --    love.event.quit()
86
 
                 -- end
 
185
                 if the.keys:justPressed('escape') and 
 
186
                   not self.console.visible then
 
187
                    self.quit()
 
188
                 end
87
189
              end
88
190
}
 
 
b'\\ No newline at end of file'