/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: 2013-03-12 15:08:32 UTC
  • Revision ID: josh@9ix.org-20130312150832-ue1q4xuq4weypqc2
fairly major overhaul of collision handling to track whether we're on a 
wall.  also monkey patch Sprite to displace on only one axis

Show diffs side-by-side

added added

removed removed

Lines of Context:
4
4
require 'zoetrope'
5
5
__ = 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)
 
7
 
 
8
Player = Animation:extend {
 
9
   image = 'data/player.png',
 
10
   height = 32,
 
11
   width = 32,
 
12
   sequences = {
 
13
      stand = { frames = { 1 }, fps = 1 },
 
14
      walk = { frames = { 2, 3 }, fps = 5 },
 
15
      jump = { frames = { 4 }, fps = 1 }
 
16
   },
 
17
   collisions = {},
 
18
   onWall = false,
 
19
   onNew = function (self)
 
20
              self.velocity.y = 0
 
21
              self.maxVelocity.y = 400
 
22
           end,
 
23
   doPhysics = function (self, dir, elapsed)
 
24
                  local vel = self.velocity
 
25
                  local acc = self.acceleration
 
26
                  local drag = self.drag
 
27
                  local minVel = self.minVelocity
 
28
                  local maxVel = self.maxVelocity
 
29
 
 
30
                  -- check existence of properties
 
31
 
 
32
                  if STRICT then
 
33
                     assert(vel, 'active sprite has no velocity property')
 
34
                     assert(acc, 'active sprite has no acceleration property')
 
35
                     assert(drag, 'active sprite has no drag property')
 
36
                     assert(minVel, 'active sprite has no minVelocity property')
 
37
                     assert(maxVel, 'active sprite has no maxVelocity property')
 
38
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
 
39
                  end
 
40
 
 
41
                  vel.x = vel.x or 0
 
42
                  vel.y = vel.y or 0
 
43
                  vel.rotation = vel.rotation or 0
 
44
 
 
45
                  -- physics
 
46
 
 
47
                  if acc[dir] and acc[dir] ~= 0 then
 
48
                     vel[dir] = vel[dir] + acc[dir] * elapsed
 
49
                  else
 
50
                     if drag[dir] then
 
51
                        if vel[dir] > 0 then
 
52
                           vel[dir] = vel[dir] - drag[dir] * elapsed
 
53
                           if vel[dir] < 0 then vel[dir] = 0 end
 
54
                        elseif vel[dir] < 0 then
 
55
                           vel[dir] = vel[dir] + drag[dir] * elapsed
 
56
                           if vel[dir] > 0 then vel[dir] = 0 end
 
57
                        end
 
58
                     end
 
59
                  end
 
60
 
 
61
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
 
62
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
 
63
 
 
64
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
 
65
               end,
 
66
   onStartFrame = function (self)
 
67
                     -- this is all in startframe so it happens before
 
68
                     -- physics calc at beginning of update
 
69
 
 
70
                     -- jumping/falling updates could go in EndFrame...
 
71
                     self.falling = self.velocity.y > 0
 
72
                     if self.falling then self.jumping = false end
 
73
                     --print(self.jumping, self.falling)
 
74
 
 
75
                     if (not self.onGround) and (not self.onWall) then
 
76
                        self:play('jump')
 
77
                     end
 
78
 
 
79
                     self.velocity.x = 0
 
80
                     self.acceleration.y = 800
 
81
 
 
82
                     if self.onWall then
 
83
                        self.acceleration.y = 0
 
84
 
 
85
                        if the.keys:pressed('up') then
 
86
                           self.velocity.y = -200
 
87
                           self:play('stand')
 
88
                        elseif the.keys:pressed('down') then
 
89
                           self.velocity.y = 200
 
90
                           self:play('stand')
 
91
                        else
 
92
                           self.velocity.y = 0
 
93
                           self:play('stand')
 
94
                        end
 
95
                     end
 
96
 
 
97
                     if the.keys:pressed('left') then
 
98
                        self.velocity.x = -200
 
99
                        if self.onGround then self:play('walk') end
 
100
                        if self.onWall == 'right' then self.onWall = false end
 
101
                        if self.onWall == 'right' then self.onWall = false end
 
102
                     elseif the.keys:pressed('right') then
 
103
                        self.velocity.x = 200
 
104
                        if self.onGround then self:play('walk') end
 
105
                        if self.onWall == 'left' then self.onWall = false end
 
106
                     else
 
107
                        if self.onGround then self:play('stand') end
 
108
                     end
 
109
 
 
110
                     if the.keys:justPressed('up') and self.onGround then
 
111
                        self.velocity.y = -400
 
112
                        self.jumping = true
 
113
                     end
 
114
                  end,
 
115
   update = function (self, elapsed)
 
116
               -- NOTE: this is an override, not a callback
 
117
 
 
118
               self:doPhysics('x', elapsed)
 
119
               self:collide(the.view.map)
 
120
 
 
121
               -- handle X collisions
 
122
               for _, col in ipairs(self.collisions) do
 
123
                  col.other:displaceDir(self, 'x')
 
124
                  if self.velocity.x > 0 then
 
125
                     self.onWall = 'right'
 
126
                  elseif self.velocity.x < 0 then
 
127
                     self.onWall = 'left'
 
128
                  else
 
129
                     print 'x ??'
 
130
                  end
 
131
               end
 
132
 
 
133
               self.onGround = false -- right before Y collision callbacks
 
134
               self:doPhysics('y', elapsed)
 
135
               self:collide(the.view.map)
 
136
 
 
137
               -- handle Y collisions
 
138
               for _, col in ipairs(self.collisions) do
 
139
                  if self.velocity.y > 0 then
 
140
                     self.onGround = true
 
141
                  end
 
142
 
 
143
                  col.other:displaceDir(self, 'y')
 
144
                  self.velocity.y = 0
 
145
                  self.jumping = false
 
146
               end
 
147
 
 
148
               Animation.update(self, elapsed)
 
149
            end,
 
150
   collide = function (self, ...)
 
151
                self.collisions = {}
 
152
                Animation.collide(self, ...)
 
153
                -- I could return a true/false value here if I wanted to...
 
154
             end,
 
155
   onCollide = function (self, other, xOverlap, yOverlap)
 
156
                  if other == the.view.map then return end
 
157
 
 
158
                  table.insert(self.collisions, {other = other,
 
159
                                                 xOverlap = xOverlap,
 
160
                                                 yOverlap = yOverlap })
 
161
               end
 
162
}
 
163
 
 
164
-- displace on a specific axis (monkey patch Sprite)
 
165
function Sprite:displaceDir(other, dir)
 
166
   if not self.solid or self == other or not other.solid then return end
 
167
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
 
168
 
 
169
   if other.sprites then
 
170
      -- handle groups
 
171
 
 
172
      for _, spr in pairs(other.sprites) do
 
173
         self:displace(spr, dir)
 
174
      end
 
175
   else
 
176
      -- handle sprites
 
177
      local dim
17
178
      if dir == 'x' then
18
 
         return 'width'
 
179
         dim = 'width'
19
180
      elseif dir == 'y' then
20
 
         return 'height'
21
 
      else
22
 
         if STRICT then error('dir '..dir) end
 
181
         dim = 'height'
 
182
      else
 
183
         print 'dir ??'
 
184
      end
 
185
 
 
186
      local negMove = (other[dir] - self[dir]) + other[dim]
 
187
      local posMove = (self[dir] + self[dim]) - other[dir]
 
188
 
 
189
      -- TODO: re-add hinting?
 
190
      if negMove < posMove then
 
191
         chg = - negMove
 
192
      else
 
193
         chg = posMove
23
194
      end
24
195
   end
25
 
}
 
196
 
 
197
   other[dir] = other[dir] + chg
 
198
end
26
199
 
27
200
GameView = View:extend {
28
201
   onNew = function (self)
29
202
              self:loadLayers('data/map.lua')
30
203
              self.focus = the.player
31
204
              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
205
           end,
45
206
   onUpdate = function (self)
46
 
                 --print('drawTook: ', the.drawTook)
47
207
                 --print('tick')
48
208
                 --the.player:collide(self.map)
49
209
                 --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
 
210
              end
56
211
}
57
212
 
58
213
the.app = App:new {
59
 
   record = true,
60
214
   onRun = function (self)
61
215
              self.view = GameView:new()
62
 
              if DEBUG then
63
 
                 self.console:watch('onGround', 'the.player.onGround')
64
 
                 self.console:watch('onWall', 'the.player.onWall')
65
 
                 self.console:watch('updateTook', 'the.updateTook')
66
 
                 self.console:watch('drawTook', 'the.drawTook')
67
 
                 self.console:watch('recorder state', 'the.recorder.state')
68
 
              end
69
 
 
70
 
              --the.profiler = newProfiler('time', 2000)
71
 
              --the.profiler = newProfiler()
72
 
              --the.profiler:start()
 
216
              self.console:watch('onGround', 'the.player.onGround')
 
217
              self.console:watch('onWall', 'the.player.onWall')
73
218
           end,
74
219
   onUpdate = function (self, dt)
75
 
                 if the.keys:justPressed('escape') then
76
 
                    if the.profiler then
77
 
                       the.profiler:stop()
78
 
                       local outfile = io.open( "profile.txt", "w+" )
79
 
                       the.profiler:report( outfile )
80
 
                       outfile:close()
81
 
                    end
82
 
 
83
 
                    if self.record then
84
 
                       if not love.filesystem.remove('record.lua') then
85
 
                          print('could not remove record.lua')
86
 
                       end
87
 
                       local storage = Storage:new{
88
 
                          data = the.recorder.record,
89
 
                          filename = 'record.lua'
90
 
                       }
91
 
                       storage:save(false)
92
 
                       --print(inspect(the.recorder.record))
93
 
                    end
94
 
 
 
220
                 if the.keys:justPressed('escape') and 
 
221
                   not self.console.visible then
95
222
                    self.quit()
96
223
                 end
97
 
              end,
98
 
   update = function (self, dt)
99
 
               the.updateStart = love.timer.getMicroTime()
100
 
               App.update(self, dt)
101
 
               if the.updateStart then
102
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
103
 
               end
104
 
            end
105
 
}
106
 
 
107
 
function love.load (arg)
108
 
   opts = getopt(arg, '')
109
 
   if opts['p'] then
110
 
      the.app.playback = true
111
 
      the.app.record = false
112
 
   elseif opts['r'] then
113
 
      the.app.record = true
114
 
   end
115
 
 
116
 
   the.app:run()
117
 
end
 
 
b'\\ No newline at end of file'
 
224
              end
 
225
}
 
 
b'\\ No newline at end of file'