/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-10 22:25:26 UTC
  • Revision ID: josh@9ix.org-20130310222526-hrotq2ukxktjsrdg
climb walls

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DEBUG = true
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require 'zoetrope'
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__ = require 'underscore'
 
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_ = require 'underscore'
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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
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21
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Player = Animation:extend {
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   image = 'data/player.png',
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   sequences = {
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      stand = { frames = { 1 }, fps = 1 },
27
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      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 }
 
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      jump = { frames = { 4 }, fps = 1 }
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   },
32
 
   collisions = {},
33
 
   onWall = false,
34
 
   leftWallAt = 0,
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   onNew = function (self)
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18
              self.velocity.y = 0
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              self.maxVelocity.y = 400
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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')
54
 
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
 
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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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38
 
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                  vel.x = vel.x or 0
77
59
                  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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61
 
80
 
                  -- ugly hack for falling through floor on really slow frames
81
 
                  if math.abs(vel[dir] * elapsed) > 32 then
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                     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
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               end,
94
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   onStartFrame = function (self)
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                     -- this is all in startframe so it happens before
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                        self:play('jump')
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                     end
106
76
 
 
77
                     self.velocity.x = 0
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                     self.acceleration.y = 800
108
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109
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                     if self.onWall then
110
81
                        self.acceleration.y = 0
111
82
 
112
 
                        if self.onWall == 'right' then
113
 
                           self:play('climbRight')
114
 
                        elseif self.onWall == 'left' then
115
 
                           self:play('climbLeft')
116
 
                        end
117
 
 
118
83
                        if the.keys:pressed('up') then
119
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                           self.velocity.y = -200
 
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                           self:play('stand')
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                        elseif the.keys:pressed('down') then
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                           self.velocity.y = 200
 
88
                           self:play('stand')
122
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                        else
123
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                           self.velocity.y = 0
124
 
                           self:freeze(self.sequences[self.currentName].frames[1])
 
91
                           self:play('stand')
125
92
                        end
126
93
                     end
127
94
 
128
95
                     if the.keys:pressed('left') then
129
96
                        self.velocity.x = -200
130
97
                        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
 
98
                        if self.onWall == 'right' then self.onWall = false end
 
99
                        if self.onWall == 'right' then self.onWall = false end
135
100
                     elseif the.keys:pressed('right') then
136
101
                        self.velocity.x = 200
137
102
                        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
 
103
                        if self.onWall == 'left' then self.onWall = false end
142
104
                     else
143
 
                        if not self.onWall then
144
 
                           if self.onGround then self:play('stand') end
145
 
                           self.velocity.x = 0
146
 
                        end
 
105
                        if self.onGround then self:play('stand') end
147
106
                     end
148
107
 
149
 
                     if the.keys:justPressed('up') and
150
 
                      (self.onGround or the.console.visible or
151
 
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
 
108
                     if the.keys:justPressed('up') and self.onGround then
152
109
                        self.velocity.y = -400
153
110
                        self.jumping = true
154
111
                     end
157
114
               -- NOTE: this is an override, not a callback
158
115
 
159
116
               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
117
 
175
118
               self.onGround = false -- right before Y collision callbacks
176
119
               self:doPhysics('y', elapsed)
 
120
 
177
121
               self:collide(the.view.map)
178
122
 
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
123
               Animation.update(self, elapsed)
191
124
            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
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   onCollide = function (self, other, xOverlap, yOverlap)
 
126
                  -- seriously, why does this even fire?
198
127
                  if other == the.view.map then return end
199
128
 
200
 
                  table.insert(self.collisions, {other = other,
201
 
                                                 xOverlap = xOverlap,
202
 
                                                 yOverlap = yOverlap })
203
 
               end
 
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)
 
131
 
 
132
                  -- assumption: any other collision is with a solid map tile
 
133
                  if yOverlap > xOverlap then
 
134
                     other:displace(self)
 
135
 
 
136
                     if self.velocity.x > 0 then
 
137
                        self.onWall = 'right'
 
138
                     elseif self.velocity.x < 0 then
 
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                        self.onWall = 'left'
 
140
                     else
 
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                        print 'x ??'
 
142
                     end
 
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,
 
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                                                   other.width, other.height)
 
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
 
 
153
                        self.velocity.y = 0
 
154
                        other:displace(self)
 
155
                        self.jumping = false
 
156
                     end
 
157
                  else
 
158
                     print('xy ??')
 
159
                  end
 
160
 
 
161
               end,
204
162
}
205
163
 
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
164
GameView = View:extend {
239
165
   onNew = function (self)
240
166
              self:loadLayers('data/map.lua')
244
168
              self:clampTo(self.map)
245
169
           end,
246
170
   onUpdate = function (self)
247
 
                 --print('drawTook: ', the.drawTook)
248
171
                 --print('tick')
249
172
                 --the.player:collide(self.map)
250
173
                 --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
 
174
              end
257
175
}
258
176
 
259
177
the.app = App:new {
260
178
   onRun = function (self)
261
179
              self.view = GameView:new()
 
180
              --print(inspect(_(the.app):keys()))
262
181
              self.console:watch('onGround', 'the.player.onGround')
263
182
              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
183
           end,
271
184
   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
 
 
 
185
                 if the.keys:justPressed('escape') and 
 
186
                   not self.console.visible then
280
187
                    self.quit()
281
188
                 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
 
}
 
189
              end
 
190
}
 
 
b'\\ No newline at end of file'