/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-16 19:31:02 UTC
  • Revision ID: josh@9ix.org-20130316193102-68imraus0srbj653
don't go off the edge

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DEBUG = true
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require 'zoetrope'
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6
 
Player = Tile:extend {
 
5
__ = require 'underscore'
 
6
--inspect = require 'inspect'
 
7
require 'pepperprof'
 
8
 
 
9
util = {
 
10
   dim = function(dir)
 
11
      if dir == 'x' then
 
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         return 'width'
 
13
      elseif dir == 'y' then
 
14
         return 'height'
 
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      else
 
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         print 'dir ??'
 
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      end
 
18
   end
 
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}
 
20
 
 
21
Player = Animation:extend {
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   image = 'data/player.png',
 
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   height = 32,
 
24
   width = 32,
 
25
   sequences = {
 
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      stand = { frames = { 1 }, fps = 1 },
 
27
      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 }
 
31
   },
 
32
   collisions = {},
 
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   onWall = false,
 
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   leftWallAt = 0,
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35
   onNew = function (self)
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36
              self.velocity.y = 0
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37
              self.maxVelocity.y = 400
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38
           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
 
44
                  local maxVel = self.maxVelocity
 
45
 
 
46
                  -- check existence of properties
 
47
 
 
48
                  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')
 
55
                  end
 
56
 
 
57
                  vel.x = vel.x or 0
 
58
                  vel.y = vel.y or 0
 
59
                  vel.rotation = vel.rotation or 0
 
60
 
 
61
                  -- physics
 
62
 
 
63
                  if acc[dir] and acc[dir] ~= 0 then
 
64
                     vel[dir] = vel[dir] + acc[dir] * elapsed
 
65
                  else
 
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                     if drag[dir] then
 
67
                        if vel[dir] > 0 then
 
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                           vel[dir] = vel[dir] - drag[dir] * elapsed
 
69
                           if vel[dir] < 0 then vel[dir] = 0 end
 
70
                        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
 
73
                        end
 
74
                     end
 
75
                  end
 
76
 
 
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
 
79
 
 
80
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
 
81
 
 
82
                  if self[dir] < 0 then self[dir] = 0 end
 
83
                  local edge = the.view.map[util.dim(dir)] -
 
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                               the.player[util.dim(dir)]
 
85
                  -- TODO: take map position into account
 
86
                  if self[dir] > edge then self[dir] = edge end
 
87
               end,
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   onStartFrame = function (self)
13
89
                     -- this is all in startframe so it happens before
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90
                     -- physics calc at beginning of update
15
91
 
16
 
                     self.velocity.x = 0
 
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)
 
96
 
 
97
                     if (not self.onGround) and (not self.onWall) then
 
98
                        self:play('jump')
 
99
                     end
 
100
 
17
101
                     self.acceleration.y = 800
18
102
 
 
103
                     if self.onWall then
 
104
                        self.acceleration.y = 0
 
105
 
 
106
                        if self.onWall == 'right' then
 
107
                           self:play('climbRight')
 
108
                        elseif self.onWall == 'left' then
 
109
                           self:play('climbLeft')
 
110
                        end
 
111
 
 
112
                        if the.keys:pressed('up') then
 
113
                           self.velocity.y = -200
 
114
                        elseif the.keys:pressed('down') then
 
115
                           self.velocity.y = 200
 
116
                        else
 
117
                           self.velocity.y = 0
 
118
                           self:freeze(self.sequences[self.currentName].frames[1])
 
119
                        end
 
120
                     end
 
121
 
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
 
126
                           self.onWall = false
 
127
                           self.leftWallAt = love.timer.getTime()
 
128
                        end
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
 
133
                           self.onWall = false
 
134
                           self.leftWallAt = love.timer.getTime()
 
135
                        end
 
136
                     else
 
137
                        if not self.onWall then
 
138
                           if self.onGround then self:play('stand') end
 
139
                           self.velocity.x = 0
 
140
                        end
23
141
                     end
24
142
 
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
 
147
                        self.jumping = true
27
148
                     end
28
149
                  end,
 
150
   update = function (self, elapsed)
 
151
               -- NOTE: this is an override, not a callback
 
152
 
 
153
               self:doPhysics('x', elapsed)
 
154
               self:collide(the.view.map)
 
155
 
 
156
               -- handle X collisions
 
157
               self.onWall = false
 
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
 
163
                     self.onWall = 'left'
 
164
                  else
 
165
                     print 'x ??'
 
166
                  end
 
167
               end
 
168
 
 
169
               self.onGround = false -- right before Y collision callbacks
 
170
               self:doPhysics('y', elapsed)
 
171
               self:collide(the.view.map)
 
172
 
 
173
               -- handle Y collisions
 
174
               for _, col in ipairs(self.collisions) do
 
175
                  if self.velocity.y > 0 then
 
176
                     self.onGround = true
 
177
                  end
 
178
 
 
179
                  col.other:displaceDir(self, 'y')
 
180
                  self.velocity.y = 0
 
181
                  self.jumping = false
 
182
               end
 
183
 
 
184
               Animation.update(self, elapsed)
 
185
            end,
 
186
   collide = function (self, ...)
 
187
                self.collisions = {}
 
188
                Animation.collide(self, ...)
 
189
                -- I could return a true/false value here if I wanted to...
 
190
             end,
29
191
   onCollide = function (self, other, xOverlap, yOverlap)
30
 
                  -- seriously, why does this even fire?
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192
                  if other == the.view.map then return end
32
193
 
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
 
 
 
194
                  table.insert(self.collisions, {other = other,
 
195
                                                 xOverlap = xOverlap,
 
196
                                                 yOverlap = yOverlap })
51
197
               end
52
198
}
53
199
 
 
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
 
204
 
 
205
   if other.sprites then
 
206
      -- handle groups
 
207
 
 
208
      for _, spr in pairs(other.sprites) do
 
209
         self:displace(spr, dir)
 
210
      end
 
211
   else
 
212
      -- handle sprites
 
213
      local dim = util.dim(dir)
 
214
 
 
215
      local negMove = (other[dir] - self[dir]) + other[dim]
 
216
      local posMove = (self[dir] + self[dim]) - other[dir]
 
217
 
 
218
      -- TODO: re-add hinting?
 
219
      if negMove < posMove then
 
220
         chg = - negMove
 
221
      else
 
222
         chg = posMove
 
223
      end
 
224
   end
 
225
 
 
226
   other[dir] = other[dir] + chg
 
227
end
 
228
 
54
229
GameView = View:extend {
55
230
   onNew = function (self)
56
231
              self:loadLayers('data/map.lua')
59
234
           end,
60
235
   onUpdate = function (self)
61
236
                 --print('tick')
62
 
                 the.player:collide(self.map)
 
237
                 --the.player:collide(self.map)
63
238
                 --self.map:collide(the.player)
64
239
              end
65
240
}
67
242
the.app = App:new {
68
243
   onRun = function (self)
69
244
              self.view = GameView:new()
 
245
              self.console:watch('onGround', 'the.player.onGround')
 
246
              self.console:watch('onWall', 'the.player.onWall')
 
247
              self.console:watch('updateTook', 'the.updateTook')
 
248
              self.console:watch('drawTook', 'the.drawTook')
 
249
 
 
250
              --the.profiler = newProfiler('time', 2000)
 
251
              --the.profiler = newProfiler()
 
252
              --the.profiler:start()
70
253
           end,
71
254
   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'
 
255
                 if the.keys:justPressed('escape') then
 
256
                    if the.profiler then
 
257
                       the.profiler:stop()
 
258
                       local outfile = io.open( "profile.txt", "w+" )
 
259
                       the.profiler:report( outfile )
 
260
                       outfile:close()
 
261
                    end
 
262
 
 
263
                    self.quit()
 
264
                 end
 
265
              end,
 
266
   update = function (self, dt)
 
267
               the.updateStart = love.timer.getMicroTime()
 
268
               App.update(self, dt)
 
269
               if the.updateStart then
 
270
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
271
               end
 
272
            end
 
273
}