5
_ = require 'underscore'
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--inspect = require 'inspect'
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Player = Animation:extend {
7
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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19
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
12
64
onStartFrame = function (self)
13
65
-- this is all in startframe so it happens before
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66
-- physics calc at beginning of update
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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) and (not self.onWall) then
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77
self.velocity.x = 0
17
78
self.acceleration.y = 800
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self.acceleration.y = 0
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if the.keys:pressed('up') then
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self.velocity.y = -200
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elseif the.keys:pressed('down') then
19
95
if the.keys:pressed('left') then
20
96
self.velocity.x = -200
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if self.onGround then self:play('walk') end
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if self.onWall == 'right' then self.onWall = false end
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if self.onWall == 'right' then self.onWall = false end
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100
elseif the.keys:pressed('right') then
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101
self.velocity.x = 200
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if self.onGround then self:play('walk') end
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if self.onWall == 'left' then self.onWall = false end
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if self.onGround then self:play('stand') end
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if the.keys:justPressed('up') then
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if the.keys:justPressed('up') and self.onGround then
26
109
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)
29
125
onCollide = function (self, other, xOverlap, yOverlap)
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126
-- seriously, why does this even fire?
31
127
if other == the.view.map then return end
36
132
-- assumption: any other collision is with a solid map tile
37
133
if yOverlap > xOverlap then
38
134
other:displace(self)
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if self.velocity.x > 0 then
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self.onWall = 'right'
138
elseif self.velocity.x < 0 then
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143
elseif xOverlap > yOverlap then
40
144
-- check if we've moved since collisions were generated
41
145
local xov, yov = self:overlap(other.x, other.y,
42
146
other.width, other.height)
43
147
if xov ~= 0 and yov ~= 0 then
148
--print('y collision')
149
if self.velocity.y > 0 then
44
153
self.velocity.y = 0
45
154
other:displace(self)
54
164
GameView = View:extend {
67
177
the.app = App:new {
68
178
onRun = function (self)
69
179
self.view = GameView:new()
180
--print(inspect(_(the.app):keys()))
181
self.console:watch('onGround', 'the.player.onGround')
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self.console:watch('onWall', 'the.player.onWall')
71
184
onUpdate = function (self, dt)
72
-- apparently I can do this w/ C-A-q if DEBUG is on
73
-- if the.keys:justPressed('escape') then
185
if the.keys:justPressed('escape') and
186
not self.console.visible then
b'\\ No newline at end of file'