13
14
stand = { frames = { 1 }, fps = 1 },
14
15
walk = { frames = { 2, 3 }, fps = 5 },
15
jump = { frames = { 4 }, fps = 1 }
16
jump = { frames = { 4 }, fps = 1 },
17
climbLeft = { frames = { 5, 6 }, fps = 5 },
18
climbRight = { frames = { 7, 8 }, fps = 5 }
17
23
onNew = function (self)
18
24
self.velocity.y = 0
19
25
self.maxVelocity.y = 400
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
34
-- check existence of properties
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')
47
vel.rotation = vel.rotation or 0
51
if acc[dir] and acc[dir] ~= 0 then
52
vel[dir] = vel[dir] + acc[dir] * elapsed
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
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
68
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
21
70
onStartFrame = function (self)
22
71
-- this is all in startframe so it happens before
23
72
-- physics calc at beginning of update
27
76
if self.falling then self.jumping = false end
28
77
--print(self.jumping, self.falling)
30
if not self:onGround() then
79
if (not self.onGround) and (not self.onWall) then
35
83
self.acceleration.y = 800
86
self.acceleration.y = 0
88
if self.onWall == 'right' then
89
self:play('climbRight')
90
elseif self.onWall == 'left' then
91
self:play('climbLeft')
94
if the.keys:pressed('up') then
95
self.velocity.y = -200
96
elseif the.keys:pressed('down') then
100
self:freeze(self.sequences[self.currentName].frames[1])
37
104
if the.keys:pressed('left') then
38
105
self.velocity.x = -200
39
if self:onGround() then self:play('walk') end
106
if self.onGround then self:play('walk') end
107
if self.onWall == 'right' then
109
self.leftWallAt = love.timer.getTime()
40
111
elseif the.keys:pressed('right') then
41
112
self.velocity.x = 200
42
if self:onGround() then self:play('walk') end
113
if self.onGround then self:play('walk') end
114
if self.onWall == 'left' then
116
self.leftWallAt = love.timer.getTime()
44
if self:onGround() then self:play('stand') end
119
if not self.onWall then
120
if self.onGround then self:play('stand') end
47
if the.keys:justPressed('up') and self:onGround() then
125
if the.keys:justPressed('up') and
126
(self.onGround or the.console.visible or
127
(love.timer.getTime() - self.leftWallAt < .1) ) then
48
128
self.velocity.y = -400
49
129
self.jumping = true
52
onEndFrame = function (self)
53
--print(self.velocity.y)
132
update = function (self, elapsed)
133
-- NOTE: this is an override, not a callback
135
self:doPhysics('x', elapsed)
136
self:collide(the.view.map)
138
-- handle X collisions
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
151
self.onGround = false -- right before Y collision callbacks
152
self:doPhysics('y', elapsed)
153
self:collide(the.view.map)
155
-- handle Y collisions
156
for _, col in ipairs(self.collisions) do
157
if self.velocity.y > 0 then
161
col.other:displaceDir(self, 'y')
166
Animation.update(self, elapsed)
168
collide = function (self, ...)
170
Animation.collide(self, ...)
171
-- I could return a true/false value here if I wanted to...
55
173
onCollide = function (self, other, xOverlap, yOverlap)
56
-- seriously, why does this even fire?
57
174
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)
176
table.insert(self.collisions, {other = other,
178
yOverlap = yOverlap })
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
187
if other.sprites then
190
for _, spr in pairs(other.sprites) do
191
self:displace(spr, dir)
198
elseif dir == 'y' then
204
local negMove = (other[dir] - self[dir]) + other[dim]
205
local posMove = (self[dir] + self[dim]) - other[dir]
207
-- TODO: re-add hinting?
208
if negMove < posMove then
215
other[dir] = other[dir] + chg
84
218
GameView = View:extend {
85
219
onNew = function (self)
86
220
self:loadLayers('data/map.lua')
97
231
the.app = App:new {
98
232
onRun = function (self)
99
233
self.view = GameView:new()
100
--print(inspect(_(the.app):keys()))
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')
239
--the.profiler = newProfiler('time', 2000)
240
--the.profiler = newProfiler()
241
--the.profiler:start()
102
243
onUpdate = function (self, dt)
103
-- TODO: make this not work if debug console is active
104
244
if the.keys:justPressed('escape') then
247
local outfile = io.open( "profile.txt", "w+" )
248
the.profiler:report( outfile )
b'\\ No newline at end of file'
255
update = function (self, dt)
256
the.updateStart = love.timer.getMicroTime()
258
if the.updateStart then
259
the.updateTook = love.timer.getMicroTime() - the.updateStart