14
14
walk = { frames = { 2, 3 }, fps = 5 },
15
15
jump = { frames = { 4 }, fps = 1 }
17
19
onNew = function (self)
18
20
self.velocity.y = 0
19
21
self.maxVelocity.y = 400
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
30
-- check existence of properties
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')
43
vel.rotation = vel.rotation or 0
47
if acc[dir] and acc[dir] ~= 0 then
48
vel[dir] = vel[dir] + acc[dir] * elapsed
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
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
64
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
21
66
onStartFrame = function (self)
22
67
-- this is all in startframe so it happens before
23
68
-- physics calc at beginning of update
27
72
if self.falling then self.jumping = false end
28
73
--print(self.jumping, self.falling)
30
if not self:onGround() then
75
if (not self.onGround) and (not self.onWall) then
35
79
self.acceleration.y = 800
82
self.acceleration.y = 0
84
if the.keys:pressed('up') then
85
self.velocity.y = -200
87
elseif the.keys:pressed('down') then
37
96
if the.keys:pressed('left') then
38
97
self.velocity.x = -200
39
if self:onGround() then self:play('walk') end
98
if self.onGround then self:play('walk') end
99
if self.onWall == 'right' then self.onWall = false end
40
100
elseif the.keys:pressed('right') then
41
101
self.velocity.x = 200
42
if self:onGround() then self:play('walk') end
102
if self.onGround then self:play('walk') end
103
if self.onWall == 'left' then self.onWall = false end
44
if self:onGround() then self:play('stand') end
105
if self.onGround then self:play('stand') end
106
if not self.onWall then
47
if the.keys:justPressed('up') and self:onGround() then
111
if the.keys:justPressed('up') and self.onGround then
48
112
self.velocity.y = -400
49
113
self.jumping = true
52
onEndFrame = function (self)
53
--print(self.velocity.y)
116
update = function (self, elapsed)
117
-- NOTE: this is an override, not a callback
119
self:doPhysics('x', elapsed)
120
self:collide(the.view.map)
122
-- handle X collisions
124
for _, col in ipairs(self.collisions) do
125
col.other:displaceDir(self, 'x')
126
if self.velocity.x > 0 then
127
self.onWall = 'right'
128
elseif self.velocity.x < 0 then
135
self.onGround = false -- right before Y collision callbacks
136
self:doPhysics('y', elapsed)
137
self:collide(the.view.map)
139
-- handle Y collisions
140
for _, col in ipairs(self.collisions) do
141
if self.velocity.y > 0 then
145
col.other:displaceDir(self, 'y')
150
Animation.update(self, elapsed)
152
collide = function (self, ...)
154
Animation.collide(self, ...)
155
-- I could return a true/false value here if I wanted to...
55
157
onCollide = function (self, other, xOverlap, yOverlap)
56
-- seriously, why does this even fire?
57
158
if other == the.view.map then return end
59
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
60
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
62
-- assumption: any other collision is with a solid map tile
63
if yOverlap > xOverlap then
65
elseif xOverlap > yOverlap then
66
-- check if we've moved since collisions were generated
67
local xov, yov = self:overlap(other.x, other.y,
68
other.width, other.height)
69
if xov ~= 0 and yov ~= 0 then
79
onGround = function (self)
80
return (not self.jumping) and (not self.falling)
160
table.insert(self.collisions, {other = other,
162
yOverlap = yOverlap })
166
-- displace on a specific axis (monkey patch Sprite)
167
function Sprite:displaceDir(other, dir)
168
if not self.solid or self == other or not other.solid then return end
169
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
171
if other.sprites then
174
for _, spr in pairs(other.sprites) do
175
self:displace(spr, dir)
182
elseif dir == 'y' then
188
local negMove = (other[dir] - self[dir]) + other[dim]
189
local posMove = (self[dir] + self[dim]) - other[dir]
191
-- TODO: re-add hinting?
192
if negMove < posMove then
199
other[dir] = other[dir] + chg
84
202
GameView = View:extend {
85
203
onNew = function (self)
86
204
self:loadLayers('data/map.lua')