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
22
onNew = function (self)
18
23
self.velocity.y = 0
19
24
self.maxVelocity.y = 400
26
doPhysics = function (self, dir, elapsed)
27
local vel = self.velocity
28
local acc = self.acceleration
29
local drag = self.drag
30
local minVel = self.minVelocity
31
local maxVel = self.maxVelocity
33
-- check existence of properties
36
assert(vel, 'active sprite has no velocity property')
37
assert(acc, 'active sprite has no acceleration property')
38
assert(drag, 'active sprite has no drag property')
39
assert(minVel, 'active sprite has no minVelocity property')
40
assert(maxVel, 'active sprite has no maxVelocity property')
41
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
46
vel.rotation = vel.rotation or 0
50
if acc[dir] and acc[dir] ~= 0 then
51
vel[dir] = vel[dir] + acc[dir] * elapsed
55
vel[dir] = vel[dir] - drag[dir] * elapsed
56
if vel[dir] < 0 then vel[dir] = 0 end
57
elseif vel[dir] < 0 then
58
vel[dir] = vel[dir] + drag[dir] * elapsed
59
if vel[dir] > 0 then vel[dir] = 0 end
64
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
65
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
67
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
21
69
onStartFrame = function (self)
22
70
-- this is all in startframe so it happens before
23
71
-- physics calc at beginning of update
27
75
if self.falling then self.jumping = false end
28
76
--print(self.jumping, self.falling)
30
if not self:onGround() then
78
if (not self.onGround) and (not self.onWall) then
35
82
self.acceleration.y = 800
85
self.acceleration.y = 0
87
if self.onWall == 'right' then
88
self:play('climbRight')
89
elseif self.onWall == 'left' then
90
self:play('climbLeft')
93
if the.keys:pressed('up') then
94
self.velocity.y = -200
95
elseif the.keys:pressed('down') then
99
self:freeze(self.sequences[self.currentName].frames[1])
37
103
if the.keys:pressed('left') then
38
104
self.velocity.x = -200
39
if self:onGround() then self:play('walk') end
105
if self.onGround then self:play('walk') end
106
if self.onWall == 'right' then
108
self.leftWallAt = love.timer.getTime()
40
110
elseif the.keys:pressed('right') then
41
111
self.velocity.x = 200
42
if self:onGround() then self:play('walk') end
112
if self.onGround then self:play('walk') end
113
if self.onWall == 'left' then
115
self.leftWallAt = love.timer.getTime()
44
if self:onGround() then self:play('stand') end
118
if not self.onWall then
119
if self.onGround then self:play('stand') end
47
if the.keys:justPressed('up') and self:onGround() then
124
if the.keys:justPressed('up') and
126
(love.timer.getTime() - self.leftWallAt < .1) ) then
48
127
self.velocity.y = -400
49
128
self.jumping = true
52
onEndFrame = function (self)
53
--print(self.velocity.y)
131
update = function (self, elapsed)
132
-- NOTE: this is an override, not a callback
134
self:doPhysics('x', elapsed)
135
self:collide(the.view.map)
137
-- handle X collisions
139
for _, col in ipairs(self.collisions) do
140
col.other:displaceDir(self, 'x')
141
if self.velocity.x > 0 then
142
self.onWall = 'right'
143
elseif self.velocity.x < 0 then
150
self.onGround = false -- right before Y collision callbacks
151
self:doPhysics('y', elapsed)
152
self:collide(the.view.map)
154
-- handle Y collisions
155
for _, col in ipairs(self.collisions) do
156
if self.velocity.y > 0 then
160
col.other:displaceDir(self, 'y')
165
Animation.update(self, elapsed)
167
collide = function (self, ...)
169
Animation.collide(self, ...)
170
-- I could return a true/false value here if I wanted to...
55
172
onCollide = function (self, other, xOverlap, yOverlap)
56
-- seriously, why does this even fire?
57
173
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)
175
table.insert(self.collisions, {other = other,
177
yOverlap = yOverlap })
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
186
if other.sprites then
189
for _, spr in pairs(other.sprites) do
190
self:displace(spr, dir)
197
elseif dir == 'y' then
203
local negMove = (other[dir] - self[dir]) + other[dim]
204
local posMove = (self[dir] + self[dim]) - other[dir]
206
-- TODO: re-add hinting?
207
if negMove < posMove then
214
other[dir] = other[dir] + chg
84
217
GameView = View:extend {
85
218
onNew = function (self)
86
219
self:loadLayers('data/map.lua')