/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-17 21:23:13 UTC
  • Revision ID: josh@9ix.org-20130317212313-gsmwb0yt9hxdjj68
hack to not fall through floor on long first tick, monkey patch to turn 
off zoetrope physics (reliably, without depending on patched zoetrope)

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DEBUG = true
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3
 
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require 'zoetrope'
5
 
_ = require 'underscore'
 
5
__ = require 'underscore'
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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'
 
15
      else
 
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         print 'dir ??'
 
17
      end
 
18
   end
 
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}
7
20
 
8
21
Player = Animation:extend {
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   image = 'data/player.png',
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25
   sequences = {
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      stand = { frames = { 1 }, fps = 1 },
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      walk = { frames = { 2, 3 }, fps = 5 },
15
 
      jump = { frames = { 4 }, fps = 1 }
 
28
      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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31
   },
 
32
   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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                     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')
36
 
                     assert(_.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
 
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                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
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                  end
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56
 
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                  vel.x = vel.x or 0
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77
                  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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79
 
 
80
                  -- ugly hack for falling through floor on really slow frames
 
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                  if math.abs(vel[dir] * elapsed) > 32 then
 
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                     print('skip')
 
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                     return
 
84
                  end
 
85
 
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                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
 
87
 
 
88
                  if self[dir] < 0 then self[dir] = 0 end
 
89
                  local edge = the.view.map[util.dim(dir)] -
 
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                               the.player[util.dim(dir)]
 
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                  -- TODO: take map position into account
 
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                  if self[dir] > edge then self[dir] = edge 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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                     if self.falling then self.jumping = false end
71
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                     --print(self.jumping, self.falling)
72
102
 
73
 
                     if not self.onGround then
 
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                     if (not self.onGround) and (not self.onWall) then
74
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                        self:play('jump')
75
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                     end
76
106
 
77
 
                     self.velocity.x = 0
78
107
                     self.acceleration.y = 800
79
108
 
 
109
                     if self.onWall then
 
110
                        self.acceleration.y = 0
 
111
 
 
112
                        if self.onWall == 'right' then
 
113
                           self:play('climbRight')
 
114
                        elseif self.onWall == 'left' then
 
115
                           self:play('climbLeft')
 
116
                        end
 
117
 
 
118
                        if the.keys:pressed('up') then
 
119
                           self.velocity.y = -200
 
120
                        elseif the.keys:pressed('down') then
 
121
                           self.velocity.y = 200
 
122
                        else
 
123
                           self.velocity.y = 0
 
124
                           self:freeze(self.sequences[self.currentName].frames[1])
 
125
                        end
 
126
                     end
 
127
 
80
128
                     if the.keys:pressed('left') then
81
129
                        self.velocity.x = -200
82
130
                        if self.onGround then self:play('walk') end
 
131
                        if self.onWall == 'right' then
 
132
                           self.onWall = false
 
133
                           self.leftWallAt = love.timer.getTime()
 
134
                        end
83
135
                     elseif the.keys:pressed('right') then
84
136
                        self.velocity.x = 200
85
137
                        if self.onGround then self:play('walk') end
 
138
                        if self.onWall == 'left' then
 
139
                           self.onWall = false
 
140
                           self.leftWallAt = love.timer.getTime()
 
141
                        end
86
142
                     else
87
 
                        if self.onGround then self:play('stand') end
 
143
                        if not self.onWall then
 
144
                           if self.onGround then self:play('stand') end
 
145
                           self.velocity.x = 0
 
146
                        end
88
147
                     end
89
148
 
90
 
                     if the.keys:justPressed('up') and self.onGround then
 
149
                     if the.keys:justPressed('up') and
 
150
                      (self.onGround or the.console.visible or
 
151
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
91
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                        self.velocity.y = -400
92
153
                        self.jumping = true
93
154
                     end
96
157
               -- NOTE: this is an override, not a callback
97
158
 
98
159
               self:doPhysics('x', elapsed)
 
160
               self:collide(the.view.map)
 
161
 
 
162
               -- handle X collisions
 
163
               self.onWall = false
 
164
               for _, col in ipairs(self.collisions) do
 
165
                  col.other:displaceDir(self, 'x')
 
166
                  if self.velocity.x > 0 then
 
167
                     self.onWall = 'right'
 
168
                  elseif self.velocity.x < 0 then
 
169
                     self.onWall = 'left'
 
170
                  else
 
171
                     print 'x ??'
 
172
                  end
 
173
               end
99
174
 
100
175
               self.onGround = false -- right before Y collision callbacks
101
176
               self:doPhysics('y', elapsed)
102
 
 
103
177
               self:collide(the.view.map)
104
178
 
 
179
               -- handle Y collisions
 
180
               for _, col in ipairs(self.collisions) do
 
181
                  if self.velocity.y > 0 then
 
182
                     self.onGround = true
 
183
                  end
 
184
 
 
185
                  col.other:displaceDir(self, 'y')
 
186
                  self.velocity.y = 0
 
187
                  self.jumping = false
 
188
               end
 
189
 
105
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               Animation.update(self, elapsed)
106
191
            end,
 
192
   collide = function (self, ...)
 
193
                self.collisions = {}
 
194
                Animation.collide(self, ...)
 
195
                -- I could return a true/false value here if I wanted to...
 
196
             end,
107
197
   onCollide = function (self, other, xOverlap, yOverlap)
108
 
                  -- seriously, why does this even fire?
109
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                  if other == the.view.map then return end
110
199
 
111
 
                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
112
 
                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
113
 
 
114
 
                  -- assumption: any other collision is with a solid map tile
115
 
                  if yOverlap > xOverlap then
116
 
                     other:displace(self)
117
 
 
118
 
                     if self.velocity.x > 0 then
119
 
                        self.onWall = 'right'
120
 
                     elseif self.velocity.x < 0 then
121
 
                        self.onWall = 'left'
122
 
                     else
123
 
                        print 'x ??'
124
 
                     end
125
 
                  elseif xOverlap > yOverlap then
126
 
                     -- check if we've moved since collisions were generated
127
 
                     local xov, yov = self:overlap(other.x, other.y,
128
 
                                                   other.width, other.height)
129
 
                     if xov ~= 0 and yov ~= 0 then
130
 
                        --print('y collision')
131
 
                        if self.velocity.y > 0 then
132
 
                           self.onGround = true
133
 
                        end
134
 
 
135
 
                        self.velocity.y = 0
136
 
                        other:displace(self)
137
 
                        self.jumping = false
138
 
                     end
139
 
                  else
140
 
                     print('xy ??')
141
 
                  end
142
 
 
143
 
               end,
 
200
                  table.insert(self.collisions, {other = other,
 
201
                                                 xOverlap = xOverlap,
 
202
                                                 yOverlap = yOverlap })
 
203
               end
144
204
}
145
205
 
 
206
-- displace on a specific axis (monkey patch Sprite)
 
207
function Sprite:displaceDir(other, dir)
 
208
   if not self.solid or self == other or not other.solid then return end
 
209
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
 
210
 
 
211
   if other.sprites then
 
212
      -- handle groups
 
213
 
 
214
      for _, spr in pairs(other.sprites) do
 
215
         self:displace(spr, dir)
 
216
      end
 
217
   else
 
218
      -- handle sprites
 
219
      local dim = util.dim(dir)
 
220
 
 
221
      local negMove = (other[dir] - self[dir]) + other[dim]
 
222
      local posMove = (self[dir] + self[dim]) - other[dir]
 
223
 
 
224
      -- TODO: re-add hinting?
 
225
      if negMove < posMove then
 
226
         chg = - negMove
 
227
      else
 
228
         chg = posMove
 
229
      end
 
230
   end
 
231
 
 
232
   other[dir] = other[dir] + chg
 
233
end
 
234
 
 
235
-- don't use zoetrope physics
 
236
function Sprite:update (elapsed)
 
237
   if self.onUpdate then self:onUpdate(elapsed) end
 
238
end
 
239
 
146
240
GameView = View:extend {
147
241
   onNew = function (self)
148
242
              self:loadLayers('data/map.lua')
150
244
              self:clampTo(self.map)
151
245
           end,
152
246
   onUpdate = function (self)
 
247
                 --print('drawTook: ', the.drawTook)
153
248
                 --print('tick')
154
249
                 --the.player:collide(self.map)
155
250
                 --self.map:collide(the.player)
159
254
the.app = App:new {
160
255
   onRun = function (self)
161
256
              self.view = GameView:new()
162
 
              --print(inspect(_(the.app):keys()))
163
257
              self.console:watch('onGround', 'the.player.onGround')
164
258
              self.console:watch('onWall', 'the.player.onWall')
 
259
              self.console:watch('updateTook', 'the.updateTook')
 
260
              self.console:watch('drawTook', 'the.drawTook')
 
261
 
 
262
              --the.profiler = newProfiler('time', 2000)
 
263
              --the.profiler = newProfiler()
 
264
              --the.profiler:start()
165
265
           end,
166
266
   onUpdate = function (self, dt)
167
 
                 if the.keys:justPressed('escape') and 
168
 
                   not self.console.visible then
 
267
                 if the.keys:justPressed('escape') then
 
268
                    if the.profiler then
 
269
                       the.profiler:stop()
 
270
                       local outfile = io.open( "profile.txt", "w+" )
 
271
                       the.profiler:report( outfile )
 
272
                       outfile:close()
 
273
                    end
 
274
 
169
275
                    self.quit()
170
276
                 end
171
 
              end
172
 
}
 
 
b'\\ No newline at end of file'
 
277
              end,
 
278
   update = function (self, dt)
 
279
               the.updateStart = love.timer.getMicroTime()
 
280
               App.update(self, dt)
 
281
               if the.updateStart then
 
282
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
283
               end
 
284
            end
 
285
}