5
__ = require 'underscore'
6
--inspect = require 'inspect'
13
elseif dir == 'y' then
21
Player = Animation:extend {
7
22
image = 'data/player.png',
26
stand = { frames = { 1 }, fps = 1 },
27
walk = { frames = { 2, 3 }, fps = 5 },
28
jump = { frames = { 4 }, fps = 1 },
29
climbLeft = { frames = { 5, 6 }, fps = 5 },
30
climbRight = { frames = { 7, 8 }, fps = 5 }
8
35
onNew = function (self)
10
37
self.maxVelocity.y = 400
39
doPhysics = function (self, dir, elapsed)
40
local vel = self.velocity
41
local acc = self.acceleration
42
local drag = self.drag
43
local minVel = self.minVelocity
44
local maxVel = self.maxVelocity
46
-- check existence of properties
49
assert(vel, 'active sprite has no velocity property')
50
assert(acc, 'active sprite has no acceleration property')
51
assert(drag, 'active sprite has no drag property')
52
assert(minVel, 'active sprite has no minVelocity property')
53
assert(maxVel, 'active sprite has no maxVelocity property')
54
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
59
vel.rotation = vel.rotation or 0
63
if acc[dir] and acc[dir] ~= 0 then
64
vel[dir] = vel[dir] + acc[dir] * elapsed
68
vel[dir] = vel[dir] - drag[dir] * elapsed
69
if vel[dir] < 0 then vel[dir] = 0 end
70
elseif vel[dir] < 0 then
71
vel[dir] = vel[dir] + drag[dir] * elapsed
72
if vel[dir] > 0 then vel[dir] = 0 end
77
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
78
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
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
12
88
onStartFrame = function (self)
13
89
-- this is all in startframe so it happens before
14
90
-- physics calc at beginning of update
92
-- jumping/falling updates could go in EndFrame...
93
self.falling = self.velocity.y > 0
94
if self.falling then self.jumping = false end
95
--print(self.jumping, self.falling)
97
if (not self.onGround) and (not self.onWall) then
17
101
self.acceleration.y = 800
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')
112
if the.keys:pressed('up') then
113
self.velocity.y = -200
114
elseif the.keys:pressed('down') then
115
self.velocity.y = 200
118
self:freeze(self.sequences[self.currentName].frames[1])
19
122
if the.keys:pressed('left') then
20
123
self.velocity.x = -200
124
if self.onGround then self:play('walk') end
125
if self.onWall == 'right' then
127
self.leftWallAt = love.timer.getTime()
21
129
elseif the.keys:pressed('right') then
22
130
self.velocity.x = 200
131
if self.onGround then self:play('walk') end
132
if self.onWall == 'left' then
134
self.leftWallAt = love.timer.getTime()
137
if not self.onWall then
138
if self.onGround then self:play('stand') end
25
if the.keys:justPressed('up') then
143
if the.keys:justPressed('up') and
144
(self.onGround or the.console.visible or
145
(love.timer.getTime() - self.leftWallAt < .1) ) then
26
146
self.velocity.y = -400
150
update = function (self, elapsed)
151
-- NOTE: this is an override, not a callback
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
169
self.onGround = false -- right before Y collision callbacks
170
self:doPhysics('y', elapsed)
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')
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...
29
191
onCollide = function (self, other, xOverlap, yOverlap)
30
-- seriously, why does this even fire?
31
192
if other == the.view.map then return end
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)
36
-- assumption: any other collision is with a solid map tile
37
if yOverlap > xOverlap then
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
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
54
229
GameView = View:extend {
55
230
onNew = function (self)
56
231
self:loadLayers('data/map.lua')