/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-20 01:30:46 UTC
  • Revision ID: josh@9ix.org-20130320013046-da2g35k1jzxdihlz
fps indicator, maybe a new tile

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DEBUG = true
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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'
 
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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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22
   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 },
 
28
      jump = { frames = { 4 }, fps = 1 },
 
29
      climbLeft = { frames = { 5, 6 }, fps = 5 },
 
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      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
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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')
 
51
                     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')
 
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                  end
 
56
 
 
57
                  vel.x = vel.x or 0
 
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                  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
 
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                     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
 
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                           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
                  -- 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
17
 
                 self.acceleration.y = 800
18
 
 
19
 
                 if the.keys:pressed('left') then
20
 
                    self.velocity.x = -200
21
 
                 elseif the.keys:pressed('right') then
22
 
                    self.velocity.x = 200
23
 
                 end
24
 
 
25
 
                 if the.keys:justPressed('up') then
26
 
                    self.velocity.y = -400
27
 
                 end
28
 
              end,
29
 
   onUpdate = function (self)
30
 
                 -- this is called after physics, so this makes sense here
31
 
                 the.view.map:subdisplace(self)
32
 
              end
 
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
 
 
107
                     self.acceleration.y = 800
 
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
 
 
128
                     if the.keys:pressed('left') then
 
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
 
135
                     elseif the.keys:pressed('right') then
 
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
 
147
                     end
 
148
 
 
149
                     if the.keys:justPressed('up') and
 
150
                      (self.onGround or the.console.visible or
 
151
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
 
152
                        self.velocity.y = -400
 
153
                        self.jumping = true
 
154
                     end
 
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,
 
197
   onCollide = function (self, other, xOverlap, yOverlap)
 
198
                  if other == the.view.map then return end
 
199
 
 
200
                  table.insert(self.collisions, {other = other,
 
201
                                                 xOverlap = xOverlap,
 
202
                                                 yOverlap = yOverlap })
 
203
               end
33
204
}
34
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
 
35
240
GameView = View:extend {
36
241
   onNew = function (self)
37
242
              self:loadLayers('data/map.lua')
38
243
              self.focus = the.player
39
244
              self:clampTo(self.map)
40
 
           end
 
245
           end,
 
246
   onUpdate = function (self)
 
247
                 --print('drawTook: ', the.drawTook)
 
248
                 --print('tick')
 
249
                 --the.player:collide(self.map)
 
250
                 --self.map:collide(the.player)
 
251
              end,
 
252
   draw = function (self, x, y)
 
253
             View.draw(self, x, y)
 
254
 
 
255
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
256
          end
41
257
}
42
258
 
43
259
the.app = App:new {
44
260
   onRun = function (self)
45
261
              self.view = GameView:new()
 
262
              self.console:watch('onGround', 'the.player.onGround')
 
263
              self.console:watch('onWall', 'the.player.onWall')
 
264
              self.console:watch('updateTook', 'the.updateTook')
 
265
              self.console:watch('drawTook', 'the.drawTook')
 
266
 
 
267
              --the.profiler = newProfiler('time', 2000)
 
268
              --the.profiler = newProfiler()
 
269
              --the.profiler:start()
46
270
           end,
47
271
   onUpdate = function (self, dt)
48
272
                 if the.keys:justPressed('escape') then
49
 
                    love.event.quit()
 
273
                    if the.profiler then
 
274
                       the.profiler:stop()
 
275
                       local outfile = io.open( "profile.txt", "w+" )
 
276
                       the.profiler:report( outfile )
 
277
                       outfile:close()
 
278
                    end
 
279
 
 
280
                    self.quit()
50
281
                 end
51
 
              end
52
 
}
 
 
b'\\ No newline at end of file'
 
282
              end,
 
283
   update = function (self, dt)
 
284
               the.updateStart = love.timer.getMicroTime()
 
285
               App.update(self, dt)
 
286
               if the.updateStart then
 
287
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
288
               end
 
289
            end
 
290
}