/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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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 'pepperprof'
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8
 
6
 
Player = Tile:extend {
 
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Player = Animation:extend {
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   image = 'data/player.png',
 
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   height = 32,
 
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   width = 32,
 
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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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      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
 
33
 
 
34
                  -- check existence of properties
 
35
 
 
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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
 
44
 
 
45
                  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
 
48
 
 
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                  -- physics
 
50
 
 
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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
 
61
                        end
 
62
                     end
 
63
                  end
 
64
 
 
65
                  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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73
 
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                     self.velocity.x = 0
 
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                     -- jumping/falling updates could go in EndFrame...
 
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                     self.falling = self.velocity.y > 0
 
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                     if self.falling then self.jumping = false end
 
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                     --print(self.jumping, self.falling)
 
78
 
 
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                     if (not self.onGround) and (not self.onWall) then
 
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                        self:play('jump')
 
81
                     end
 
82
 
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                     self.acceleration.y = 800
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85
                     if self.onWall then
 
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                        self.acceleration.y = 0
 
87
 
 
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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')
 
92
                        end
 
93
 
 
94
                        if the.keys:pressed('up') then
 
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                           self.velocity.y = -200
 
96
                        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
 
100
                           self:freeze(self.sequences[self.currentName].frames[1])
 
101
                        end
 
102
                     end
 
103
 
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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.onWall == 'right' then
 
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                           self.onWall = false
 
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                           self.leftWallAt = love.timer.getTime()
 
110
                        end
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                     elseif the.keys:pressed('right') then
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                        self.velocity.x = 200
 
113
                        if self.onGround then self:play('walk') end
 
114
                        if self.onWall == 'left' then
 
115
                           self.onWall = false
 
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                           self.leftWallAt = love.timer.getTime()
 
117
                        end
 
118
                     else
 
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                        if not self.onWall then
 
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                           if self.onGround then self:play('stand') end
 
121
                           self.velocity.x = 0
 
122
                        end
23
123
                     end
24
124
 
25
 
                     if the.keys:justPressed('up') then
 
125
                     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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130
                     end
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131
                  end,
 
132
   update = function (self, elapsed)
 
133
               -- NOTE: this is an override, not a callback
 
134
 
 
135
               self:doPhysics('x', elapsed)
 
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               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
 
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                     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
 
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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
 
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, ...)
 
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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)
30
 
                  -- seriously, why does this even fire?
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                  if other == the.view.map then return end
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175
 
33
 
                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
34
 
                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
35
 
 
36
 
                  -- assumption: any other collision is with a solid map tile
37
 
                  if yOverlap > xOverlap then
38
 
                     other:displace(self)
39
 
                  elseif xOverlap > yOverlap then
40
 
                     -- check if we've moved since collisions were generated
41
 
                     local xov, yov = self:overlap(other.x, other.y,
42
 
                                                   other.width, other.height)
43
 
                     if xov ~= 0 and yov ~= 0 then
44
 
                        self.velocity.y = 0
45
 
                        other:displace(self)
46
 
                     end
47
 
                  else
48
 
                     print('??')
49
 
                  end
50
 
 
 
176
                  table.insert(self.collisions, {other = other,
 
177
                                                 xOverlap = xOverlap,
 
178
                                                 yOverlap = yOverlap })
51
179
               end
52
180
}
53
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
 
196
      if dir == 'x' then
 
197
         dim = 'width'
 
198
      elseif dir == 'y' then
 
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
 
212
      end
 
213
   end
 
214
 
 
215
   other[dir] = other[dir] + chg
 
216
end
 
217
 
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218
GameView = View:extend {
55
219
   onNew = function (self)
56
220
              self:loadLayers('data/map.lua')
59
223
           end,
60
224
   onUpdate = function (self)
61
225
                 --print('tick')
62
 
                 the.player:collide(self.map)
 
226
                 --the.player:collide(self.map)
63
227
                 --self.map:collide(the.player)
64
228
              end
65
229
}
67
231
the.app = App:new {
68
232
   onRun = function (self)
69
233
              self.view = GameView:new()
 
234
              self.console:watch('onGround', 'the.player.onGround')
 
235
              self.console:watch('onWall', 'the.player.onWall')
 
236
              self.console:watch('updateTook', 'the.updateTook')
 
237
              self.console:watch('drawTook', 'the.drawTook')
 
238
 
 
239
              --the.profiler = newProfiler('time', 2000)
 
240
              --the.profiler = newProfiler()
 
241
              --the.profiler:start()
70
242
           end,
71
243
   onUpdate = function (self, dt)
72
 
                 -- apparently I can do this w/ C-A-q if DEBUG is on
73
 
                 -- if the.keys:justPressed('escape') then
74
 
                 --    love.event.quit()
75
 
                 -- end
76
 
              end
77
 
}
 
 
b'\\ No newline at end of file'
 
244
                 if the.keys:justPressed('escape') then
 
245
                    if the.profiler then
 
246
                       the.profiler:stop()
 
247
                       local outfile = io.open( "profile.txt", "w+" )
 
248
                       the.profiler:report( outfile )
 
249
                       outfile:close()
 
250
                    end
 
251
 
 
252
                    self.quit()
 
253
                 end
 
254
              end,
 
255
   update = function (self, dt)
 
256
               the.updateStart = love.timer.getMicroTime()
 
257
               App.update(self, dt)
 
258
               if the.updateStart then
 
259
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
260
               end
 
261
            end
 
262
}