/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-16 15:56:20 UTC
  • Revision ID: josh@9ix.org-20130316155620-q8dze43bqqilhtmu
profiling and analysis

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__ = require 'underscore'
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6
--inspect = require 'inspect'
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require 'pepperprof'
8
 
require 'getopt_alt'
9
 
 
10
 
util = {
11
 
   dim = function(dir)
 
8
 
 
9
Player = Animation:extend {
 
10
   image = 'data/player.png',
 
11
   height = 32,
 
12
   width = 32,
 
13
   sequences = {
 
14
      stand = { frames = { 1 }, fps = 1 },
 
15
      walk = { frames = { 2, 3 }, fps = 5 },
 
16
      jump = { frames = { 4 }, fps = 1 },
 
17
      climbLeft = { frames = { 5, 6 }, fps = 5 },
 
18
      climbRight = { frames = { 7, 8 }, fps = 5 }
 
19
   },
 
20
   collisions = {},
 
21
   onWall = false,
 
22
   leftWallAt = 0,
 
23
   onNew = function (self)
 
24
              self.velocity.y = 0
 
25
              self.maxVelocity.y = 400
 
26
           end,
 
27
   doPhysics = function (self, dir, elapsed)
 
28
                  local vel = self.velocity
 
29
                  local acc = self.acceleration
 
30
                  local drag = self.drag
 
31
                  local minVel = self.minVelocity
 
32
                  local maxVel = self.maxVelocity
 
33
 
 
34
                  -- check existence of properties
 
35
 
 
36
                  if STRICT then
 
37
                     assert(vel, 'active sprite has no velocity property')
 
38
                     assert(acc, 'active sprite has no acceleration property')
 
39
                     assert(drag, 'active sprite has no drag property')
 
40
                     assert(minVel, 'active sprite has no minVelocity property')
 
41
                     assert(maxVel, 'active sprite has no maxVelocity property')
 
42
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
 
43
                  end
 
44
 
 
45
                  vel.x = vel.x or 0
 
46
                  vel.y = vel.y or 0
 
47
                  vel.rotation = vel.rotation or 0
 
48
 
 
49
                  -- physics
 
50
 
 
51
                  if acc[dir] and acc[dir] ~= 0 then
 
52
                     vel[dir] = vel[dir] + acc[dir] * elapsed
 
53
                  else
 
54
                     if drag[dir] then
 
55
                        if vel[dir] > 0 then
 
56
                           vel[dir] = vel[dir] - drag[dir] * elapsed
 
57
                           if vel[dir] < 0 then vel[dir] = 0 end
 
58
                        elseif vel[dir] < 0 then
 
59
                           vel[dir] = vel[dir] + drag[dir] * elapsed
 
60
                           if vel[dir] > 0 then vel[dir] = 0 end
 
61
                        end
 
62
                     end
 
63
                  end
 
64
 
 
65
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
 
66
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
 
67
 
 
68
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
 
69
               end,
 
70
   onStartFrame = function (self)
 
71
                     -- this is all in startframe so it happens before
 
72
                     -- physics calc at beginning of update
 
73
 
 
74
                     -- jumping/falling updates could go in EndFrame...
 
75
                     self.falling = self.velocity.y > 0
 
76
                     if self.falling then self.jumping = false end
 
77
                     --print(self.jumping, self.falling)
 
78
 
 
79
                     if (not self.onGround) and (not self.onWall) then
 
80
                        self:play('jump')
 
81
                     end
 
82
 
 
83
                     self.acceleration.y = 800
 
84
 
 
85
                     if self.onWall then
 
86
                        self.acceleration.y = 0
 
87
 
 
88
                        if self.onWall == 'right' then
 
89
                           self:play('climbRight')
 
90
                        elseif self.onWall == 'left' then
 
91
                           self:play('climbLeft')
 
92
                        end
 
93
 
 
94
                        if the.keys:pressed('up') then
 
95
                           self.velocity.y = -200
 
96
                        elseif the.keys:pressed('down') then
 
97
                           self.velocity.y = 200
 
98
                        else
 
99
                           self.velocity.y = 0
 
100
                           self:freeze(self.sequences[self.currentName].frames[1])
 
101
                        end
 
102
                     end
 
103
 
 
104
                     if the.keys:pressed('left') then
 
105
                        self.velocity.x = -200
 
106
                        if self.onGround then self:play('walk') end
 
107
                        if self.onWall == 'right' then
 
108
                           self.onWall = false
 
109
                           self.leftWallAt = love.timer.getTime()
 
110
                        end
 
111
                     elseif the.keys:pressed('right') then
 
112
                        self.velocity.x = 200
 
113
                        if self.onGround then self:play('walk') end
 
114
                        if self.onWall == 'left' then
 
115
                           self.onWall = false
 
116
                           self.leftWallAt = love.timer.getTime()
 
117
                        end
 
118
                     else
 
119
                        if not self.onWall then
 
120
                           if self.onGround then self:play('stand') end
 
121
                           self.velocity.x = 0
 
122
                        end
 
123
                     end
 
124
 
 
125
                     if the.keys:justPressed('up') and
 
126
                      (self.onGround or
 
127
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
 
128
                        self.velocity.y = -400
 
129
                        self.jumping = true
 
130
                     end
 
131
                  end,
 
132
   update = function (self, elapsed)
 
133
               -- NOTE: this is an override, not a callback
 
134
 
 
135
               self:doPhysics('x', elapsed)
 
136
               self:collide(the.view.map)
 
137
 
 
138
               -- handle X collisions
 
139
               self.onWall = false
 
140
               for _, col in ipairs(self.collisions) do
 
141
                  col.other:displaceDir(self, 'x')
 
142
                  if self.velocity.x > 0 then
 
143
                     self.onWall = 'right'
 
144
                  elseif self.velocity.x < 0 then
 
145
                     self.onWall = 'left'
 
146
                  else
 
147
                     print 'x ??'
 
148
                  end
 
149
               end
 
150
 
 
151
               self.onGround = false -- right before Y collision callbacks
 
152
               self:doPhysics('y', elapsed)
 
153
               self:collide(the.view.map)
 
154
 
 
155
               -- handle Y collisions
 
156
               for _, col in ipairs(self.collisions) do
 
157
                  if self.velocity.y > 0 then
 
158
                     self.onGround = true
 
159
                  end
 
160
 
 
161
                  col.other:displaceDir(self, 'y')
 
162
                  self.velocity.y = 0
 
163
                  self.jumping = false
 
164
               end
 
165
 
 
166
               Animation.update(self, elapsed)
 
167
            end,
 
168
   collide = function (self, ...)
 
169
                self.collisions = {}
 
170
                Animation.collide(self, ...)
 
171
                -- I could return a true/false value here if I wanted to...
 
172
             end,
 
173
   onCollide = function (self, other, xOverlap, yOverlap)
 
174
                  if other == the.view.map then return end
 
175
 
 
176
                  table.insert(self.collisions, {other = other,
 
177
                                                 xOverlap = xOverlap,
 
178
                                                 yOverlap = yOverlap })
 
179
               end
 
180
}
 
181
 
 
182
-- displace on a specific axis (monkey patch Sprite)
 
183
function Sprite:displaceDir(other, dir)
 
184
   if not self.solid or self == other or not other.solid then return end
 
185
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
 
186
 
 
187
   if other.sprites then
 
188
      -- handle groups
 
189
 
 
190
      for _, spr in pairs(other.sprites) do
 
191
         self:displace(spr, dir)
 
192
      end
 
193
   else
 
194
      -- handle sprites
 
195
      local dim
12
196
      if dir == 'x' then
13
 
         return 'width'
 
197
         dim = 'width'
14
198
      elseif dir == 'y' then
15
 
         return 'height'
16
 
      else
17
 
         if STRICT then error('dir '..dir) end
 
199
         dim = 'height'
 
200
      else
 
201
         print 'dir ??'
 
202
      end
 
203
 
 
204
      local negMove = (other[dir] - self[dir]) + other[dim]
 
205
      local posMove = (self[dir] + self[dim]) - other[dir]
 
206
 
 
207
      -- TODO: re-add hinting?
 
208
      if negMove < posMove then
 
209
         chg = - negMove
 
210
      else
 
211
         chg = posMove
18
212
      end
19
213
   end
20
 
}
 
214
 
 
215
   other[dir] = other[dir] + chg
 
216
end
21
217
 
22
218
GameView = View:extend {
23
219
   onNew = function (self)
24
220
              self:loadLayers('data/map.lua')
25
221
              self.focus = the.player
26
222
              self:clampTo(self.map)
27
 
 
28
 
              the.recorder = Recorder:new{mousePosInterval = 9999}
29
 
              the.app.meta:add(the.recorder)
30
 
              if the.app.record then
31
 
                 the.recorder:startRecording()
32
 
              elseif the.app.playback then
33
 
                 local storage = Storage:new{filename = 'record.lua'}
34
 
                 storage:load()
35
 
                 --print(inspect(storage.data))
36
 
                 the.recorder.record = storage.data
37
 
                 the.recorder:startPlaying()
38
 
              end
39
223
           end,
40
224
   onUpdate = function (self)
41
 
                 --print('drawTook: ', the.drawTook)
42
225
                 --print('tick')
43
226
                 --the.player:collide(self.map)
44
227
                 --self.map:collide(the.player)
45
 
              end,
46
 
   -- draw = function (self, x, y)
47
 
   --           View.draw(self, x, y)
48
 
 
49
 
   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
50
 
   --        end
 
228
              end
51
229
}
52
230
 
53
231
the.app = App:new {
54
 
   record = true,
55
232
   onRun = function (self)
56
233
              self.view = GameView:new()
57
234
              self.console:watch('onGround', 'the.player.onGround')
58
235
              self.console:watch('onWall', 'the.player.onWall')
59
236
              self.console:watch('updateTook', 'the.updateTook')
60
237
              self.console:watch('drawTook', 'the.drawTook')
61
 
              self.console:watch('recorder state', 'the.recorder.state')
62
238
 
63
239
              --the.profiler = newProfiler('time', 2000)
64
240
              --the.profiler = newProfiler()
73
249
                       outfile:close()
74
250
                    end
75
251
 
76
 
                    if self.record then
77
 
                       if not love.filesystem.remove('record.lua') then
78
 
                          print('could not remove record.lua')
79
 
                       end
80
 
                       local storage = Storage:new{
81
 
                          data = the.recorder.record,
82
 
                          filename = 'record.lua'
83
 
                       }
84
 
                       storage:save(false)
85
 
                       --print(inspect(the.recorder.record))
86
 
                    end
87
 
 
88
252
                    self.quit()
89
253
                 end
90
254
              end,
96
260
               end
97
261
            end
98
262
}
99
 
 
100
 
function love.load (arg)
101
 
   opts = getopt(arg, '')
102
 
   if opts['p'] then
103
 
      the.app.playback = true
104
 
      the.app.record = false
105
 
   elseif opts['r'] then
106
 
      the.app.record = true
107
 
   end
108
 
 
109
 
   the.app:run()
110
 
end
 
 
b'\\ No newline at end of file'