13
13
stand = { frames = { 1 }, fps = 1 },
14
14
walk = { frames = { 2, 3 }, fps = 5 },
15
jump = { frames = { 4 }, fps = 1 }
15
jump = { frames = { 4 }, fps = 1 },
16
climbLeft = { frames = { 5, 6 }, fps = 5 },
17
climbRight = { frames = { 7, 8 }, fps = 5 }
17
21
onNew = function (self)
18
22
self.velocity.y = 0
19
23
self.maxVelocity.y = 400
25
doPhysics = function (self, dir, elapsed)
26
local vel = self.velocity
27
local acc = self.acceleration
28
local drag = self.drag
29
local minVel = self.minVelocity
30
local maxVel = self.maxVelocity
32
-- check existence of properties
35
assert(vel, 'active sprite has no velocity property')
36
assert(acc, 'active sprite has no acceleration property')
37
assert(drag, 'active sprite has no drag property')
38
assert(minVel, 'active sprite has no minVelocity property')
39
assert(maxVel, 'active sprite has no maxVelocity property')
40
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
45
vel.rotation = vel.rotation or 0
49
if acc[dir] and acc[dir] ~= 0 then
50
vel[dir] = vel[dir] + acc[dir] * elapsed
54
vel[dir] = vel[dir] - drag[dir] * elapsed
55
if vel[dir] < 0 then vel[dir] = 0 end
56
elseif vel[dir] < 0 then
57
vel[dir] = vel[dir] + drag[dir] * elapsed
58
if vel[dir] > 0 then vel[dir] = 0 end
63
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
64
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
66
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
21
68
onStartFrame = function (self)
22
69
-- this is all in startframe so it happens before
23
70
-- physics calc at beginning of update
27
74
if self.falling then self.jumping = false end
28
75
--print(self.jumping, self.falling)
77
if (not self.onGround) and (not self.onWall) then
31
81
self.acceleration.y = 800
84
self.acceleration.y = 0
86
if self.onWall == 'right' then
87
self:play('climbRight')
88
elseif self.onWall == 'left' then
89
self:play('climbLeft')
92
if the.keys:pressed('up') then
93
self.velocity.y = -200
94
elseif the.keys:pressed('down') then
98
self:freeze(self.sequences[self.currentName].frames[1])
33
102
if the.keys:pressed('left') then
34
103
self.velocity.x = -200
35
if self:onGround() then self:play('walk') end
104
if self.onGround then self:play('walk') end
105
if self.onWall == 'right' then self.onWall = false end
36
106
elseif the.keys:pressed('right') then
37
107
self.velocity.x = 200
38
if self:onGround() then self:play('walk') end
108
if self.onGround then self:play('walk') end
109
if self.onWall == 'left' then self.onWall = false end
40
if self:onGround() then self:play('stand') end
111
if not self.onWall then
112
if self.onGround then self:play('stand') end
43
if the.keys:justPressed('up') and self:onGround() then
117
if the.keys:justPressed('up') and self.onGround then
44
118
self.velocity.y = -400
45
119
self.jumping = true
49
onEndFrame = function (self)
50
--print(self.velocity.y)
122
update = function (self, elapsed)
123
-- NOTE: this is an override, not a callback
125
self:doPhysics('x', elapsed)
126
self:collide(the.view.map)
128
-- handle X collisions
130
for _, col in ipairs(self.collisions) do
131
col.other:displaceDir(self, 'x')
132
if self.velocity.x > 0 then
133
self.onWall = 'right'
134
elseif self.velocity.x < 0 then
141
self.onGround = false -- right before Y collision callbacks
142
self:doPhysics('y', elapsed)
143
self:collide(the.view.map)
145
-- handle Y collisions
146
for _, col in ipairs(self.collisions) do
147
if self.velocity.y > 0 then
151
col.other:displaceDir(self, 'y')
156
Animation.update(self, elapsed)
158
collide = function (self, ...)
160
Animation.collide(self, ...)
161
-- I could return a true/false value here if I wanted to...
52
163
onCollide = function (self, other, xOverlap, yOverlap)
53
-- seriously, why does this even fire?
54
164
if other == the.view.map then return end
56
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
57
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
59
-- assumption: any other collision is with a solid map tile
60
if yOverlap > xOverlap then
62
elseif xOverlap > yOverlap then
63
-- check if we've moved since collisions were generated
64
local xov, yov = self:overlap(other.x, other.y,
65
other.width, other.height)
66
if xov ~= 0 and yov ~= 0 then
76
onGround = function (self)
77
return (not self.jumping) and (not self.falling)
166
table.insert(self.collisions, {other = other,
168
yOverlap = yOverlap })
172
-- displace on a specific axis (monkey patch Sprite)
173
function Sprite:displaceDir(other, dir)
174
if not self.solid or self == other or not other.solid then return end
175
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
177
if other.sprites then
180
for _, spr in pairs(other.sprites) do
181
self:displace(spr, dir)
188
elseif dir == 'y' then
194
local negMove = (other[dir] - self[dir]) + other[dim]
195
local posMove = (self[dir] + self[dim]) - other[dir]
197
-- TODO: re-add hinting?
198
if negMove < posMove then
205
other[dir] = other[dir] + chg
81
208
GameView = View:extend {
82
209
onNew = function (self)
83
210
self:loadLayers('data/map.lua')