/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-12 17:48:42 UTC
  • Revision ID: josh@9ix.org-20130312174842-co8zn0hy0v6u18qf
climbing animation

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STRICT = true
2
 
DEBUG = false
 
2
DEBUG = true
3
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4
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require 'zoetrope'
5
5
__ = require 'underscore'
6
6
--inspect = require 'inspect'
7
 
require 'pepperprof'
8
 
require 'getopt_alt'
9
 
 
10
 
require 'sprite'
11
 
require 'player'
12
 
 
13
 
util = {
14
 
   dim = function(dir)
 
7
 
 
8
Player = Animation:extend {
 
9
   image = 'data/player.png',
 
10
   height = 32,
 
11
   width = 32,
 
12
   sequences = {
 
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      stand = { frames = { 1 }, fps = 1 },
 
14
      walk = { frames = { 2, 3 }, fps = 5 },
 
15
      jump = { frames = { 4 }, fps = 1 },
 
16
      climbLeft = { frames = { 5, 6 }, fps = 5 },
 
17
      climbRight = { frames = { 7, 8 }, fps = 5 }
 
18
   },
 
19
   collisions = {},
 
20
   onWall = false,
 
21
   onNew = function (self)
 
22
              self.velocity.y = 0
 
23
              self.maxVelocity.y = 400
 
24
           end,
 
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
 
31
 
 
32
                  -- check existence of properties
 
33
 
 
34
                  if STRICT then
 
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')
 
41
                  end
 
42
 
 
43
                  vel.x = vel.x or 0
 
44
                  vel.y = vel.y or 0
 
45
                  vel.rotation = vel.rotation or 0
 
46
 
 
47
                  -- physics
 
48
 
 
49
                  if acc[dir] and acc[dir] ~= 0 then
 
50
                     vel[dir] = vel[dir] + acc[dir] * elapsed
 
51
                  else
 
52
                     if drag[dir] then
 
53
                        if vel[dir] > 0 then
 
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
 
59
                        end
 
60
                     end
 
61
                  end
 
62
 
 
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
 
65
 
 
66
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
 
67
               end,
 
68
   onStartFrame = function (self)
 
69
                     -- this is all in startframe so it happens before
 
70
                     -- physics calc at beginning of update
 
71
 
 
72
                     -- jumping/falling updates could go in EndFrame...
 
73
                     self.falling = self.velocity.y > 0
 
74
                     if self.falling then self.jumping = false end
 
75
                     --print(self.jumping, self.falling)
 
76
 
 
77
                     if (not self.onGround) and (not self.onWall) then
 
78
                        self:play('jump')
 
79
                     end
 
80
 
 
81
                     self.acceleration.y = 800
 
82
 
 
83
                     if self.onWall then
 
84
                        self.acceleration.y = 0
 
85
 
 
86
                        if self.onWall == 'right' then
 
87
                           self:play('climbRight')
 
88
                        elseif self.onWall == 'left' then
 
89
                           self:play('climbLeft')
 
90
                        end
 
91
 
 
92
                        if the.keys:pressed('up') then
 
93
                           self.velocity.y = -200
 
94
                        elseif the.keys:pressed('down') then
 
95
                           self.velocity.y = 200
 
96
                        else
 
97
                           self.velocity.y = 0
 
98
                           self:freeze(self.sequences[self.currentName].frames[1])
 
99
                        end
 
100
                     end
 
101
 
 
102
                     if the.keys:pressed('left') then
 
103
                        self.velocity.x = -200
 
104
                        if self.onGround then self:play('walk') end
 
105
                        if self.onWall == 'right' then self.onWall = false end
 
106
                     elseif the.keys:pressed('right') then
 
107
                        self.velocity.x = 200
 
108
                        if self.onGround then self:play('walk') end
 
109
                        if self.onWall == 'left' then self.onWall = false end
 
110
                     else
 
111
                        if not self.onWall then
 
112
                           if self.onGround then self:play('stand') end
 
113
                           self.velocity.x = 0
 
114
                        end
 
115
                     end
 
116
 
 
117
                     if the.keys:justPressed('up') and self.onGround then
 
118
                        self.velocity.y = -400
 
119
                        self.jumping = true
 
120
                     end
 
121
                  end,
 
122
   update = function (self, elapsed)
 
123
               -- NOTE: this is an override, not a callback
 
124
 
 
125
               self:doPhysics('x', elapsed)
 
126
               self:collide(the.view.map)
 
127
 
 
128
               -- handle X collisions
 
129
               self.onWall = false
 
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
 
135
                     self.onWall = 'left'
 
136
                  else
 
137
                     print 'x ??'
 
138
                  end
 
139
               end
 
140
 
 
141
               self.onGround = false -- right before Y collision callbacks
 
142
               self:doPhysics('y', elapsed)
 
143
               self:collide(the.view.map)
 
144
 
 
145
               -- handle Y collisions
 
146
               for _, col in ipairs(self.collisions) do
 
147
                  if self.velocity.y > 0 then
 
148
                     self.onGround = true
 
149
                  end
 
150
 
 
151
                  col.other:displaceDir(self, 'y')
 
152
                  self.velocity.y = 0
 
153
                  self.jumping = false
 
154
               end
 
155
 
 
156
               Animation.update(self, elapsed)
 
157
            end,
 
158
   collide = function (self, ...)
 
159
                self.collisions = {}
 
160
                Animation.collide(self, ...)
 
161
                -- I could return a true/false value here if I wanted to...
 
162
             end,
 
163
   onCollide = function (self, other, xOverlap, yOverlap)
 
164
                  if other == the.view.map then return end
 
165
 
 
166
                  table.insert(self.collisions, {other = other,
 
167
                                                 xOverlap = xOverlap,
 
168
                                                 yOverlap = yOverlap })
 
169
               end
 
170
}
 
171
 
 
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
 
176
 
 
177
   if other.sprites then
 
178
      -- handle groups
 
179
 
 
180
      for _, spr in pairs(other.sprites) do
 
181
         self:displace(spr, dir)
 
182
      end
 
183
   else
 
184
      -- handle sprites
 
185
      local dim
15
186
      if dir == 'x' then
16
 
         return 'width'
 
187
         dim = 'width'
17
188
      elseif dir == 'y' then
18
 
         return 'height'
19
 
      else
20
 
         if STRICT then error('dir '..dir) end
 
189
         dim = 'height'
 
190
      else
 
191
         print 'dir ??'
 
192
      end
 
193
 
 
194
      local negMove = (other[dir] - self[dir]) + other[dim]
 
195
      local posMove = (self[dir] + self[dim]) - other[dir]
 
196
 
 
197
      -- TODO: re-add hinting?
 
198
      if negMove < posMove then
 
199
         chg = - negMove
 
200
      else
 
201
         chg = posMove
21
202
      end
22
203
   end
23
 
}
 
204
 
 
205
   other[dir] = other[dir] + chg
 
206
end
24
207
 
25
208
GameView = View:extend {
26
209
   onNew = function (self)
27
210
              self:loadLayers('data/map.lua')
28
211
              self.focus = the.player
29
212
              self:clampTo(self.map)
30
 
 
31
 
              the.recorder = Recorder:new{mousePosInterval = 9999}
32
 
              the.app.meta:add(the.recorder)
33
 
              if the.app.record then
34
 
                 the.recorder:startRecording()
35
 
              elseif the.app.playback then
36
 
                 local storage = Storage:new{filename = 'record.lua'}
37
 
                 storage:load()
38
 
                 --print(inspect(storage.data))
39
 
                 the.recorder.record = storage.data
40
 
                 the.recorder:startPlaying()
41
 
              end
42
213
           end,
43
214
   onUpdate = function (self)
44
 
                 --print('drawTook: ', the.drawTook)
45
215
                 --print('tick')
46
216
                 --the.player:collide(self.map)
47
217
                 --self.map:collide(the.player)
48
 
              end,
49
 
   -- draw = function (self, x, y)
50
 
   --           View.draw(self, x, y)
51
 
 
52
 
   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
53
 
   --        end
 
218
              end
54
219
}
55
220
 
56
221
the.app = App:new {
57
 
   record = true,
58
222
   onRun = function (self)
59
223
              self.view = GameView:new()
60
 
              if DEBUG then
61
 
                 self.console:watch('onGround', 'the.player.onGround')
62
 
                 self.console:watch('onWall', 'the.player.onWall')
63
 
                 self.console:watch('updateTook', 'the.updateTook')
64
 
                 self.console:watch('drawTook', 'the.drawTook')
65
 
                 self.console:watch('recorder state', 'the.recorder.state')
66
 
              end
67
 
 
68
 
              --the.profiler = newProfiler('time', 2000)
69
 
              --the.profiler = newProfiler()
70
 
              --the.profiler:start()
 
224
              self.console:watch('onGround', 'the.player.onGround')
 
225
              self.console:watch('onWall', 'the.player.onWall')
71
226
           end,
72
227
   onUpdate = function (self, dt)
73
 
                 if the.keys:justPressed('escape') then
74
 
                    if the.profiler then
75
 
                       the.profiler:stop()
76
 
                       local outfile = io.open( "profile.txt", "w+" )
77
 
                       the.profiler:report( outfile )
78
 
                       outfile:close()
79
 
                    end
80
 
 
81
 
                    if self.record then
82
 
                       if not love.filesystem.remove('record.lua') then
83
 
                          print('could not remove record.lua')
84
 
                       end
85
 
                       local storage = Storage:new{
86
 
                          data = the.recorder.record,
87
 
                          filename = 'record.lua'
88
 
                       }
89
 
                       storage:save(false)
90
 
                       --print(inspect(the.recorder.record))
91
 
                    end
92
 
 
 
228
                 if the.keys:justPressed('escape') and 
 
229
                   not self.console.visible then
93
230
                    self.quit()
94
231
                 end
95
 
              end,
96
 
   update = function (self, dt)
97
 
               the.updateStart = love.timer.getMicroTime()
98
 
               App.update(self, dt)
99
 
               if the.updateStart then
100
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
101
 
               end
102
 
            end
103
 
}
104
 
 
105
 
function love.load (arg)
106
 
   opts = getopt(arg, '')
107
 
   if opts['p'] then
108
 
      the.app.playback = true
109
 
      the.app.record = false
110
 
   elseif opts['r'] then
111
 
      the.app.record = true
112
 
   end
113
 
 
114
 
   the.app:run()
115
 
end
 
 
b'\\ No newline at end of file'
 
232
              end
 
233
}
 
 
b'\\ No newline at end of file'