/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-15 01:54:31 UTC
  • Revision ID: josh@9ix.org-20130315015431-torvm0zhbk1rvkn3
wall jump

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DEBUG = true
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require 'zoetrope'
 
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__ = require 'underscore'
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--inspect = require 'inspect'
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--_ = require 'underscore'
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Player = Animation:extend {
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   image = 'data/player.png',
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   sequences = {
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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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      jump = { frames = { 4 }, fps = 1 },
 
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      climbLeft = { frames = { 5, 6 }, fps = 5 },
 
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      climbRight = { frames = { 7, 8 }, fps = 5 }
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   },
 
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   collisions = {},
 
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   onWall = false,
 
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   leftWallAt = 0,
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   onNew = function (self)
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              self.velocity.y = 0
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              self.maxVelocity.y = 400
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           end,
 
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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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                  if STRICT then
 
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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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                  end
 
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                  vel.x = vel.x or 0
 
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                  vel.y = vel.y or 0
 
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                  vel.rotation = vel.rotation or 0
 
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                  -- physics
 
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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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                  else
 
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                     if drag[dir] then
 
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                        if 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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                        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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                        end
 
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                     end
 
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                  end
 
63
 
 
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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
 
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               end,
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   onStartFrame = function (self)
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                     -- this is all in startframe so it happens before
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                     -- physics calc at beginning of update
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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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                     self.velocity.x = 0
 
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                     if (not self.onGround) and (not self.onWall) then
 
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                        self:play('jump')
 
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                     end
 
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                     self.acceleration.y = 800
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                     if self.onWall then
 
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                        self.acceleration.y = 0
 
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                        if self.onWall == 'right' then
 
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                           self:play('climbRight')
 
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                        elseif self.onWall == 'left' then
 
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                           self:play('climbLeft')
 
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                        end
 
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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
 
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                           self.velocity.y = 200
 
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                        else
 
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                           self.velocity.y = 0
 
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                           self:freeze(self.sequences[self.currentName].frames[1])
 
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                        end
 
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                     end
 
102
 
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                     if the.keys:pressed('left') then
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                        self.velocity.x = -200
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                        if self:onGround() then self:play('walk') end
 
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                        if self.onGround then self:play('walk') end
 
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                        if self.onWall == 'right' then
 
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                           self.onWall = false
 
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                           self.leftWallAt = love.timer.getTime()
 
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                        end
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                     elseif the.keys:pressed('right') then
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                        self.velocity.x = 200
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                        if self:onGround() then self:play('walk') end
 
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                        if self.onGround then self:play('walk') end
 
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                        if self.onWall == 'left' then
 
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                           self.onWall = false
 
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                           self.leftWallAt = love.timer.getTime()
 
116
                        end
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                     else
40
 
                        if self:onGround() then self:play('stand') end
 
118
                        if not self.onWall then
 
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                           if self.onGround then self:play('stand') end
 
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                           self.velocity.x = 0
 
121
                        end
41
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                     end
42
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43
 
                     if the.keys:justPressed('up') and self:onGround() then
 
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                     if the.keys:justPressed('up') and
 
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                      (self.onGround or
 
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                       (love.timer.getTime() - self.leftWallAt < .1) ) then
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                        self.velocity.y = -400
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                        self.jumping = true
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                        self:play('jump')
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                     end
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                  end,
49
 
   onEndFrame = function (self)
50
 
                   --print(self.velocity.y)
51
 
                end,
 
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   update = function (self, elapsed)
 
132
               -- NOTE: this is an override, not a callback
 
133
 
 
134
               self:doPhysics('x', elapsed)
 
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               self:collide(the.view.map)
 
136
 
 
137
               -- handle X collisions
 
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               self.onWall = false
 
139
               for _, col in ipairs(self.collisions) do
 
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                  col.other:displaceDir(self, 'x')
 
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                  if self.velocity.x > 0 then
 
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                     self.onWall = 'right'
 
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                  elseif self.velocity.x < 0 then
 
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                     self.onWall = 'left'
 
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                  else
 
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                     print 'x ??'
 
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                  end
 
148
               end
 
149
 
 
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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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               -- handle Y collisions
 
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               for _, col in ipairs(self.collisions) do
 
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                  if self.velocity.y > 0 then
 
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                     self.onGround = true
 
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                  end
 
159
 
 
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                  col.other:displaceDir(self, 'y')
 
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                  self.velocity.y = 0
 
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                  self.jumping = false
 
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               end
 
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165
               Animation.update(self, elapsed)
 
166
            end,
 
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   collide = function (self, ...)
 
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                self.collisions = {}
 
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                Animation.collide(self, ...)
 
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                -- I could return a true/false value here if I wanted to...
 
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             end,
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   onCollide = function (self, other, xOverlap, yOverlap)
53
 
                  -- seriously, why does this even fire?
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                  if other == the.view.map then return end
55
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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)
58
 
 
59
 
                  -- assumption: any other collision is with a solid map tile
60
 
                  if yOverlap > xOverlap then
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                     other:displace(self)
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,
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                                                   other.width, other.height)
66
 
                     if xov ~= 0 and yov ~= 0 then
67
 
                        self.velocity.y = 0
68
 
                        other:displace(self)
69
 
                        self.jumping = false
70
 
                     end
71
 
                  else
72
 
                     print('??')
73
 
                  end
74
 
 
75
 
               end,
76
 
   onGround = function (self)
77
 
                 return (not self.jumping) and (not self.falling)
78
 
              end
 
175
                  table.insert(self.collisions, {other = other,
 
176
                                                 xOverlap = xOverlap,
 
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                                                 yOverlap = yOverlap })
 
178
               end
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}
80
180
 
 
181
-- displace on a specific axis (monkey patch Sprite)
 
182
function Sprite:displaceDir(other, dir)
 
183
   if not self.solid or self == other or not other.solid then return end
 
184
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
 
185
 
 
186
   if other.sprites then
 
187
      -- handle groups
 
188
 
 
189
      for _, spr in pairs(other.sprites) do
 
190
         self:displace(spr, dir)
 
191
      end
 
192
   else
 
193
      -- handle sprites
 
194
      local dim
 
195
      if dir == 'x' then
 
196
         dim = 'width'
 
197
      elseif dir == 'y' then
 
198
         dim = 'height'
 
199
      else
 
200
         print 'dir ??'
 
201
      end
 
202
 
 
203
      local negMove = (other[dir] - self[dir]) + other[dim]
 
204
      local posMove = (self[dir] + self[dim]) - other[dir]
 
205
 
 
206
      -- TODO: re-add hinting?
 
207
      if negMove < posMove then
 
208
         chg = - negMove
 
209
      else
 
210
         chg = posMove
 
211
      end
 
212
   end
 
213
 
 
214
   other[dir] = other[dir] + chg
 
215
end
 
216
 
81
217
GameView = View:extend {
82
218
   onNew = function (self)
83
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              self:loadLayers('data/map.lua')
86
222
           end,
87
223
   onUpdate = function (self)
88
224
                 --print('tick')
89
 
                 the.player:collide(self.map)
 
225
                 --the.player:collide(self.map)
90
226
                 --self.map:collide(the.player)
91
227
              end
92
228
}
94
230
the.app = App:new {
95
231
   onRun = function (self)
96
232
              self.view = GameView:new()
97
 
              --print(inspect(_(the.app):keys()))
 
233
              self.console:watch('onGround', 'the.player.onGround')
 
234
              self.console:watch('onWall', 'the.player.onWall')
98
235
           end,
99
236
   onUpdate = function (self, dt)
100
 
                 -- TODO: make this not work if debug console is active
101
 
                 if the.keys:justPressed('escape') then
102
 
                    love.event.quit()
 
237
                 if the.keys:justPressed('escape') and 
 
238
                   not self.console.visible then
 
239
                    self.quit()
103
240
                 end
104
241
              end
105
242
}
 
 
b'\\ No newline at end of file'