5
__ = require 'underscore'
6
--inspect = require 'inspect'
8
Player = Animation:extend {
7
9
image = 'data/player.png',
13
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 }
8
22
onNew = function (self)
10
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
12
69
onStartFrame = function (self)
13
70
-- this is all in startframe so it happens before
14
71
-- physics calc at beginning of update
17
self.acceleration.y = 800
19
if the.keys:pressed('left') then
20
self.velocity.x = -200
21
elseif the.keys:pressed('right') then
25
if the.keys:justPressed('up') then
26
self.velocity.y = -400
29
onUpdate = function (self)
30
-- this is called after physics, so this makes sense here
31
the.view.map:subdisplace(self)
73
-- jumping/falling updates could go in EndFrame...
74
self.falling = self.velocity.y > 0
75
if self.falling then self.jumping = false end
76
--print(self.jumping, self.falling)
78
if (not self.onGround) and (not self.onWall) then
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])
103
if the.keys:pressed('left') then
104
self.velocity.x = -200
105
if self.onGround then self:play('walk') end
106
if self.onWall == 'right' then
108
self.leftWallAt = love.timer.getTime()
110
elseif the.keys:pressed('right') then
111
self.velocity.x = 200
112
if self.onGround then self:play('walk') end
113
if self.onWall == 'left' then
115
self.leftWallAt = love.timer.getTime()
118
if not self.onWall then
119
if self.onGround then self:play('stand') end
124
if the.keys:justPressed('up') and
126
(love.timer.getTime() - self.leftWallAt < .1) ) then
127
self.velocity.y = -400
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...
172
onCollide = function (self, other, xOverlap, yOverlap)
173
if other == the.view.map then return end
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
35
217
GameView = View:extend {
36
218
onNew = function (self)
37
219
self:loadLayers('data/map.lua')
38
220
self.focus = the.player
39
221
self:clampTo(self.map)
223
onUpdate = function (self)
225
--the.player:collide(self.map)
226
--self.map:collide(the.player)
43
230
the.app = App:new {
44
231
onRun = function (self)
45
232
self.view = GameView:new()
233
self.console:watch('onGround', 'the.player.onGround')
234
self.console:watch('onWall', 'the.player.onWall')
47
236
onUpdate = function (self, dt)
48
if the.keys:justPressed('escape') then
237
if the.keys:justPressed('escape') and
238
not self.console.visible then
b'\\ No newline at end of file'