13
26
stand = { frames = { 1 }, fps = 1 },
14
27
walk = { frames = { 2, 3 }, fps = 5 },
15
jump = { frames = { 4 }, fps = 1 }
28
jump = { frames = { 4 }, fps = 1 },
29
climbLeft = { frames = { 5, 6 }, fps = 5 },
30
climbRight = { frames = { 7, 8 }, fps = 5 }
17
35
onNew = function (self)
18
36
self.velocity.y = 0
19
37
self.maxVelocity.y = 400
33
51
assert(drag, 'active sprite has no drag property')
34
52
assert(minVel, 'active sprite has no minVelocity property')
35
53
assert(maxVel, 'active sprite has no maxVelocity property')
36
assert(_.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
54
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
60
78
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
62
80
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
82
if self[dir] < 0 then self[dir] = 0 end
83
local edge = the.view.map[util.dim(dir)] -
84
the.player[util.dim(dir)]
85
-- TODO: take map position into account
86
if self[dir] > edge then self[dir] = edge end
64
88
onStartFrame = function (self)
65
89
-- this is all in startframe so it happens before
78
101
self.acceleration.y = 800
80
103
if self.onWall then
81
104
self.acceleration.y = 0
106
if self.onWall == 'right' then
107
self:play('climbRight')
108
elseif self.onWall == 'left' then
109
self:play('climbLeft')
83
112
if the.keys:pressed('up') then
84
113
self.velocity.y = -200
86
114
elseif the.keys:pressed('down') then
87
115
self.velocity.y = 200
90
117
self.velocity.y = 0
118
self:freeze(self.sequences[self.currentName].frames[1])
95
122
if the.keys:pressed('left') then
96
123
self.velocity.x = -200
97
124
if self.onGround then self:play('walk') end
98
if self.onWall == 'right' then self.onWall = false end
99
if self.onWall == 'right' then self.onWall = false end
125
if self.onWall == 'right' then
127
self.leftWallAt = love.timer.getTime()
100
129
elseif the.keys:pressed('right') then
101
130
self.velocity.x = 200
102
131
if self.onGround then self:play('walk') end
103
if self.onWall == 'left' then self.onWall = false end
132
if self.onWall == 'left' then
134
self.leftWallAt = love.timer.getTime()
105
if self.onGround then self:play('stand') end
137
if not self.onWall then
138
if self.onGround then self:play('stand') end
108
if the.keys:justPressed('up') and self.onGround then
143
if the.keys:justPressed('up') and
144
(self.onGround or the.console.visible or
145
(love.timer.getTime() - self.leftWallAt < .1) ) then
109
146
self.velocity.y = -400
110
147
self.jumping = true
114
151
-- NOTE: this is an override, not a callback
116
153
self:doPhysics('x', elapsed)
154
self:collide(the.view.map)
156
-- handle X collisions
158
for _, col in ipairs(self.collisions) do
159
col.other:displaceDir(self, 'x')
160
if self.velocity.x > 0 then
161
self.onWall = 'right'
162
elseif self.velocity.x < 0 then
118
169
self.onGround = false -- right before Y collision callbacks
119
170
self:doPhysics('y', elapsed)
121
171
self:collide(the.view.map)
173
-- handle Y collisions
174
for _, col in ipairs(self.collisions) do
175
if self.velocity.y > 0 then
179
col.other:displaceDir(self, 'y')
123
184
Animation.update(self, elapsed)
186
collide = function (self, ...)
188
Animation.collide(self, ...)
189
-- I could return a true/false value here if I wanted to...
125
191
onCollide = function (self, other, xOverlap, yOverlap)
126
-- seriously, why does this even fire?
127
192
if other == the.view.map then return end
129
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
130
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
132
-- assumption: any other collision is with a solid map tile
133
if yOverlap > xOverlap then
136
if self.velocity.x > 0 then
137
self.onWall = 'right'
138
elseif self.velocity.x < 0 then
143
elseif xOverlap > yOverlap then
144
-- check if we've moved since collisions were generated
145
local xov, yov = self:overlap(other.x, other.y,
146
other.width, other.height)
147
if xov ~= 0 and yov ~= 0 then
148
--print('y collision')
149
if self.velocity.y > 0 then
194
table.insert(self.collisions, {other = other,
196
yOverlap = yOverlap })
200
-- displace on a specific axis (monkey patch Sprite)
201
function Sprite:displaceDir(other, dir)
202
if not self.solid or self == other or not other.solid then return end
203
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
205
if other.sprites then
208
for _, spr in pairs(other.sprites) do
209
self:displace(spr, dir)
213
local dim = util.dim(dir)
215
local negMove = (other[dir] - self[dir]) + other[dim]
216
local posMove = (self[dir] + self[dim]) - other[dir]
218
-- TODO: re-add hinting?
219
if negMove < posMove then
226
other[dir] = other[dir] + chg
164
229
GameView = View:extend {
165
230
onNew = function (self)
166
231
self:loadLayers('data/map.lua')
177
242
the.app = App:new {
178
243
onRun = function (self)
179
244
self.view = GameView:new()
180
--print(inspect(_(the.app):keys()))
181
245
self.console:watch('onGround', 'the.player.onGround')
182
246
self.console:watch('onWall', 'the.player.onWall')
247
self.console:watch('updateTook', 'the.updateTook')
248
self.console:watch('drawTook', 'the.drawTook')
250
--the.profiler = newProfiler('time', 2000)
251
--the.profiler = newProfiler()
252
--the.profiler:start()
184
254
onUpdate = function (self, dt)
185
if the.keys:justPressed('escape') and
186
not self.console.visible then
255
if the.keys:justPressed('escape') then
258
local outfile = io.open( "profile.txt", "w+" )
259
the.profiler:report( outfile )
b'\\ No newline at end of file'
266
update = function (self, dt)
267
the.updateStart = love.timer.getMicroTime()
269
if the.updateStart then
270
the.updateTook = love.timer.getMicroTime() - the.updateStart