/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'
6
6
--inspect = require 'inspect'
7
 
require 'pepperprof'
8
 
require 'getopt_alt'
9
 
 
10
 
require 'sprite'
11
 
require 'animation'
12
 
require 'player'
13
 
require 'balloon'
14
 
 
15
 
util = {
16
 
   dim = function(dir)
17
 
      if dir == 'x' then
18
 
         return 'width'
19
 
      elseif dir == 'y' then
20
 
         return 'height'
21
 
      else
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         if STRICT then error('dir '..dir) end
23
 
      end
24
 
   end
 
7
 
 
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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
 
27
 
 
28
                  -- check existence of properties
 
29
 
 
30
                  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
 
38
 
 
39
                  vel.x = vel.x or 0
 
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                  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
 
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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
 
52
                        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
 
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,
 
64
   onStartFrame = function (self)
 
65
                     -- this is all in startframe so it happens before
 
66
                     -- physics calc at beginning of update
 
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
 
 
77
                     self.velocity.x = 0
 
78
                     self.acceleration.y = 800
 
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
 
 
95
                     if the.keys:pressed('left') then
 
96
                        self.velocity.x = -200
 
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
 
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                     elseif the.keys:pressed('right') then
 
101
                        self.velocity.x = 200
 
102
                        if self.onGround then self:play('walk') end
 
103
                        if self.onWall == 'left' then self.onWall = false end
 
104
                     else
 
105
                        if self.onGround then self:play('stand') end
 
106
                     end
 
107
 
 
108
                     if the.keys:justPressed('up') and self.onGround then
 
109
                        self.velocity.y = -400
 
110
                        self.jumping = true
 
111
                     end
 
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,
 
125
   onCollide = function (self, other, xOverlap, yOverlap)
 
126
                  -- seriously, why does this even fire?
 
127
                  if other == the.view.map then return end
 
128
 
 
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
 
139
                        self.onWall = 'left'
 
140
                     else
 
141
                        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
 
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                        --print('y collision')
 
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                        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
 
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                     print('xy ??')
 
159
                  end
 
160
 
 
161
               end,
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}
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163
 
27
164
GameView = View:extend {
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              self:loadLayers('data/map.lua')
30
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              self.focus = the.player
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              self:clampTo(self.map)
32
 
 
33
 
              the.recorder = Recorder:new{mousePosInterval = 9999}
34
 
              the.app.meta:add(the.recorder)
35
 
              if the.app.record then
36
 
                 the.recorder:startRecording()
37
 
              elseif the.app.playback then
38
 
                 local storage = Storage:new{filename = 'record.lua'}
39
 
                 storage:load()
40
 
                 --print(inspect(storage.data))
41
 
                 the.recorder.record = storage.data
42
 
                 the.recorder:startPlaying()
43
 
              end
44
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           end,
45
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   onUpdate = function (self)
46
 
                 --print('drawTook: ', the.drawTook)
47
171
                 --print('tick')
48
172
                 --the.player:collide(self.map)
49
173
                 --self.map:collide(the.player)
50
 
              end,
51
 
   -- draw = function (self, x, y)
52
 
   --           View.draw(self, x, y)
53
 
 
54
 
   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
55
 
   --        end
56
 
}
57
 
 
58
 
MenuScreen = View:extend {
59
 
   --title = Text:new{text = "Test Platform Game", font = 48, wordWrap = false},
60
 
   title = Tile:new{image = 'data/title.png', x = 0, y = 0},
61
 
   onNew = function(self)
62
 
              self:add(self.title)
63
 
              --self.title:centerAround(400, 200)
64
 
           end,
65
 
   onUpdate = function(self, elapsed)
66
 
                 if the.keys:allJustPressed() then
67
 
                    the.app.view = GameView:new()
68
 
                 end
69
174
              end
70
175
}
71
176
 
72
177
the.app = App:new {
73
 
   record = true,
74
178
   onRun = function (self)
75
 
              self.view = MenuScreen:new()
76
 
              if DEBUG then
77
 
                 self.console:watch('onGround', 'the.player.onGround')
78
 
                 self.console:watch('onWall', 'the.player.onWall')
79
 
                 self.console:watch('updateTook', 'the.updateTook')
80
 
                 self.console:watch('drawTook', 'the.drawTook')
81
 
                 self.console:watch('recorder state', 'the.recorder.state')
82
 
              end
83
 
 
84
 
              --the.profiler = newProfiler('time', 2000)
85
 
              --the.profiler = newProfiler()
86
 
              --the.profiler:start()
 
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')
87
183
           end,
88
184
   onUpdate = function (self, dt)
89
 
                 if the.keys:justPressed('escape') then
90
 
                    if the.profiler then
91
 
                       the.profiler:stop()
92
 
                       local outfile = io.open( "profile.txt", "w+" )
93
 
                       the.profiler:report( outfile )
94
 
                       outfile:close()
95
 
                    end
96
 
 
97
 
                    if self.record and the.recorder then
98
 
                       if not love.filesystem.remove('record.lua') then
99
 
                          print('could not remove record.lua')
100
 
                       end
101
 
                       local storage = Storage:new{
102
 
                          data = the.recorder.record,
103
 
                          filename = 'record.lua'
104
 
                       }
105
 
                       storage:save(false)
106
 
                       --print(inspect(the.recorder.record))
107
 
                    end
108
 
 
 
185
                 if the.keys:justPressed('escape') and 
 
186
                   not self.console.visible then
109
187
                    self.quit()
110
188
                 end
111
 
              end,
112
 
   update = function (self, dt)
113
 
               the.updateStart = love.timer.getMicroTime()
114
 
               App.update(self, dt)
115
 
               if the.updateStart then
116
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
117
 
               end
118
 
            end
119
 
}
120
 
 
121
 
function love.load (arg)
122
 
   opts = getopt(arg, '')
123
 
   if opts['p'] then
124
 
      the.app.playback = true
125
 
      the.app.record = false
126
 
   elseif opts['r'] then
127
 
      the.app.record = true
128
 
   end
129
 
 
130
 
   the.app:run()
131
 
end
 
 
b'\\ No newline at end of file'
 
189
              end
 
190
}
 
 
b'\\ No newline at end of file'