13
13
stand = { frames = { 1 }, fps = 1 },
14
14
walk = { frames = { 2, 3 }, fps = 5 },
15
jump = { frames = { 4 }, fps = 1 },
16
climbLeft = { frames = { 5, 6 }, fps = 5 },
17
climbRight = { frames = { 7, 8 }, fps = 5 }
15
jump = { frames = { 4 }, fps = 1 }
21
17
onNew = function (self)
22
18
self.velocity.y = 0
23
19
self.maxVelocity.y = 400
37
33
assert(drag, 'active sprite has no drag property')
38
34
assert(minVel, 'active sprite has no minVelocity property')
39
35
assert(maxVel, 'active sprite has no maxVelocity property')
40
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')
103
96
self.velocity.x = -200
104
97
if self.onGround then self:play('walk') end
105
98
if self.onWall == 'right' then self.onWall = false end
99
if self.onWall == 'right' then self.onWall = false end
106
100
elseif the.keys:pressed('right') then
107
101
self.velocity.x = 200
108
102
if self.onGround then self:play('walk') end
109
103
if self.onWall == 'left' then self.onWall = false end
111
if not self.onWall then
112
if self.onGround then self:play('stand') end
105
if self.onGround then self:play('stand') end
117
108
if the.keys:justPressed('up') and self.onGround then
123
114
-- NOTE: this is an override, not a callback
125
116
self:doPhysics('x', elapsed)
126
self:collide(the.view.map)
128
-- handle X collisions
130
for _, col in ipairs(self.collisions) do
131
col.other:displaceDir(self, 'x')
132
if self.velocity.x > 0 then
133
self.onWall = 'right'
134
elseif self.velocity.x < 0 then
141
118
self.onGround = false -- right before Y collision callbacks
142
119
self:doPhysics('y', elapsed)
143
121
self:collide(the.view.map)
145
-- handle Y collisions
146
for _, col in ipairs(self.collisions) do
147
if self.velocity.y > 0 then
151
col.other:displaceDir(self, 'y')
156
123
Animation.update(self, elapsed)
158
collide = function (self, ...)
160
Animation.collide(self, ...)
161
-- I could return a true/false value here if I wanted to...
163
125
onCollide = function (self, other, xOverlap, yOverlap)
126
-- seriously, why does this even fire?
164
127
if other == the.view.map then return end
166
table.insert(self.collisions, {other = other,
168
yOverlap = yOverlap })
129
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
130
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
132
-- assumption: any other collision is with a solid map tile
133
if yOverlap > xOverlap then
136
if self.velocity.x > 0 then
137
self.onWall = 'right'
138
elseif self.velocity.x < 0 then
143
elseif xOverlap > yOverlap then
144
-- check if we've moved since collisions were generated
145
local xov, yov = self:overlap(other.x, other.y,
146
other.width, other.height)
147
if xov ~= 0 and yov ~= 0 then
148
--print('y collision')
149
if self.velocity.y > 0 then
172
function Sprite:displaceDir(other, dir)
173
if not self.solid or self == other or not other.solid then return end
174
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
176
if other.sprites then
179
for _, spr in pairs(other.sprites) do
180
self:displace(spr, dir)
187
elseif dir == 'y' then
193
local negMove = (other[dir] - self[dir]) + other[dim]
194
local posMove = (self[dir] + self[dim]) - other[dir]
196
-- TODO: re-add hinting?
197
if negMove < posMove then
204
other[dir] = other[dir] + chg
207
164
GameView = View:extend {
208
165
onNew = function (self)
209
166
self:loadLayers('data/map.lua')