/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
 
4
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require 'zoetrope'
5
 
 
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
 
12
         return 'width'
 
13
      elseif dir == 'y' then
 
14
         return 'height'
 
15
      else
 
16
         print 'dir ??'
 
17
      end
 
18
   end
 
19
}
 
20
 
 
21
Player = Animation:extend {
7
22
   image = 'data/player.png',
 
23
   height = 32,
 
24
   width = 32,
 
25
   sequences = {
 
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 }
 
31
   },
 
32
   collisions = {},
 
33
   onWall = false,
 
34
   leftWallAt = 0,
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35
   onNew = function (self)
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36
              self.velocity.y = 0
10
37
              self.maxVelocity.y = 400
11
38
           end,
 
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
 
45
 
 
46
                  -- check existence of properties
 
47
 
 
48
                  if STRICT then
 
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')
 
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
 
66
                     if drag[dir] then
 
67
                        if vel[dir] > 0 then
 
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
 
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
                  -- ugly hack for falling through floor on really slow frames
 
81
                  if math.abs(vel[dir] * elapsed) > 32 then
 
82
                     print('skip')
 
83
                     return
 
84
                  end
 
85
 
 
86
                  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)] -
 
90
                               the.player[util.dim(dir)]
 
91
                  -- TODO: take map position into account
 
92
                  if self[dir] > edge then self[dir] = edge end
 
93
               end,
12
94
   onStartFrame = function (self)
13
95
                     -- this is all in startframe so it happens before
14
96
                     -- physics calc at beginning of update
15
97
 
16
 
                     self.velocity.x = 0
 
98
                     -- jumping/falling updates could go in EndFrame...
 
99
                     self.falling = self.velocity.y > 0
 
100
                     if self.falling then self.jumping = false end
 
101
                     --print(self.jumping, self.falling)
 
102
 
 
103
                     if (not self.onGround) and (not self.onWall) then
 
104
                        self:play('jump')
 
105
                     end
 
106
 
17
107
                     self.acceleration.y = 800
18
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
 
19
128
                     if the.keys:pressed('left') then
20
129
                        self.velocity.x = -200
 
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
21
135
                     elseif the.keys:pressed('right') then
22
136
                        self.velocity.x = 200
 
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
 
142
                     else
 
143
                        if not self.onWall then
 
144
                           if self.onGround then self:play('stand') end
 
145
                           self.velocity.x = 0
 
146
                        end
23
147
                     end
24
148
 
25
 
                     if the.keys:justPressed('up') then
 
149
                     if the.keys:justPressed('up') and
 
150
                      (self.onGround or the.console.visible or
 
151
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
26
152
                        self.velocity.y = -400
 
153
                        self.jumping = true
27
154
                     end
28
155
                  end,
 
156
   update = function (self, elapsed)
 
157
               -- NOTE: this is an override, not a callback
 
158
 
 
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
 
174
 
 
175
               self.onGround = false -- right before Y collision callbacks
 
176
               self:doPhysics('y', elapsed)
 
177
               self:collide(the.view.map)
 
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
 
 
190
               Animation.update(self, elapsed)
 
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,
29
197
   onCollide = function (self, other, xOverlap, yOverlap)
30
 
                  -- seriously, why does this even fire?
31
198
                  if other == the.view.map then return end
32
199
 
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
 
 
 
200
                  table.insert(self.collisions, {other = other,
 
201
                                                 xOverlap = xOverlap,
 
202
                                                 yOverlap = yOverlap })
51
203
               end
52
204
}
53
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
 
54
240
GameView = View:extend {
55
241
   onNew = function (self)
56
242
              self:loadLayers('data/map.lua')
58
244
              self:clampTo(self.map)
59
245
           end,
60
246
   onUpdate = function (self)
 
247
                 --print('drawTook: ', the.drawTook)
61
248
                 --print('tick')
62
 
                 the.player:collide(self.map)
 
249
                 --the.player:collide(self.map)
63
250
                 --self.map:collide(the.player)
64
251
              end
65
252
}
67
254
the.app = App:new {
68
255
   onRun = function (self)
69
256
              self.view = GameView:new()
 
257
              self.console:watch('onGround', 'the.player.onGround')
 
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()
70
265
           end,
71
266
   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'
 
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
 
 
275
                    self.quit()
 
276
                 end
 
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
}