23
Player = Animation:extend {
24
image = 'data/player.png',
28
stand = { frames = { 1 }, fps = 1 },
29
walk = { frames = { 2, 3 }, fps = 5 },
30
jump = { frames = { 4 }, fps = 1 },
31
climbLeft = { frames = { 5, 6 }, fps = 5 },
32
climbRight = { frames = { 7, 8 }, fps = 5 }
37
onNew = function (self)
39
self.maxVelocity.y = 400
41
doPhysics = function (self, dir, elapsed)
42
local vel = self.velocity
43
local acc = self.acceleration
44
local drag = self.drag
45
local minVel = self.minVelocity
46
local maxVel = self.maxVelocity
48
-- check existence of properties
51
assert(vel, 'active sprite has no velocity property')
52
assert(acc, 'active sprite has no acceleration property')
53
assert(drag, 'active sprite has no drag property')
54
assert(minVel, 'active sprite has no minVelocity property')
55
assert(maxVel, 'active sprite has no maxVelocity property')
56
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
61
vel.rotation = vel.rotation or 0
65
if acc[dir] and acc[dir] ~= 0 then
66
vel[dir] = vel[dir] + acc[dir] * elapsed
70
vel[dir] = vel[dir] - drag[dir] * elapsed
71
if vel[dir] < 0 then vel[dir] = 0 end
72
elseif vel[dir] < 0 then
73
vel[dir] = vel[dir] + drag[dir] * elapsed
74
if vel[dir] > 0 then vel[dir] = 0 end
79
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
80
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
82
-- ugly hack for falling through floor on really slow frames
83
if math.abs(vel[dir] * elapsed) > 32 then
88
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
90
if self[dir] < 0 then self[dir] = 0 end
91
local edge = the.view.map[util.dim(dir)] -
92
the.player[util.dim(dir)]
93
-- TODO: take map position into account
94
if self[dir] > edge then self[dir] = edge end
96
onStartFrame = function (self)
97
-- this is all in startframe so it happens before
98
-- physics calc at beginning of update
100
-- jumping/falling updates could go in EndFrame...
101
self.falling = self.velocity.y > 0
102
if self.falling then self.jumping = false end
103
--print(self.jumping, self.falling)
105
if (not self.onGround) and (not self.onWall) then
109
self.acceleration.y = 800
112
self.acceleration.y = 0
114
if self.onWall == 'right' then
115
self:play('climbRight')
116
elseif self.onWall == 'left' then
117
self:play('climbLeft')
120
if the.keys:pressed('up') then
121
self.velocity.y = -200
122
elseif the.keys:pressed('down') then
123
self.velocity.y = 200
126
self:freeze(self.sequences[self.currentName].frames[1])
130
if the.keys:pressed('left') then
131
self.velocity.x = -200
132
if self.onGround then self:play('walk') end
133
if self.onWall == 'right' then
135
self.leftWallAt = love.timer.getTime()
137
elseif the.keys:pressed('right') then
138
self.velocity.x = 200
139
if self.onGround then self:play('walk') end
140
if self.onWall == 'left' then
142
self.leftWallAt = love.timer.getTime()
145
if not self.onWall then
146
if self.onGround then self:play('stand') end
151
if the.keys:justPressed('up') and
152
(self.onGround or the.console.visible or
153
(love.timer.getTime() - self.leftWallAt < .1) ) then
154
self.velocity.y = -400
158
update = function (self, elapsed)
159
-- NOTE: this is an override, not a callback
161
self:doPhysics('x', elapsed)
162
self:collide(the.view.map)
164
-- handle X collisions
166
for _, col in ipairs(self.collisions) do
167
col.other:displaceDir(self, 'x')
168
if self.velocity.x > 0 then
169
self.onWall = 'right'
170
elseif self.velocity.x < 0 then
177
self.onGround = false -- right before Y collision callbacks
178
self:doPhysics('y', elapsed)
179
self:collide(the.view.map)
181
-- handle Y collisions
182
for _, col in ipairs(self.collisions) do
183
if self.velocity.y > 0 then
187
col.other:displaceDir(self, 'y')
192
Animation.update(self, elapsed)
194
collide = function (self, ...)
196
Animation.collide(self, ...)
197
-- I could return a true/false value here if I wanted to...
199
onCollide = function (self, other, xOverlap, yOverlap)
200
if other == the.view.map then return end
202
table.insert(self.collisions, {other = other,
204
yOverlap = yOverlap })
208
-- displace on a specific axis (monkey patch Sprite)
209
function Sprite:displaceDir(other, dir)
210
if not self.solid or self == other or not other.solid then return end
211
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
213
if other.sprites then
216
for _, spr in pairs(other.sprites) do
217
self:displace(spr, dir)
221
local dim = util.dim(dir)
223
local negMove = (other[dir] - self[dir]) + other[dim]
224
local posMove = (self[dir] + self[dim]) - other[dir]
226
-- TODO: re-add hinting?
227
if negMove < posMove then
234
other[dir] = other[dir] + chg
237
-- don't use zoetrope physics
238
function Sprite:update (elapsed)
239
if self.onUpdate then self:onUpdate(elapsed) end
28
242
GameView = View:extend {
29
243
onNew = function (self)
30
244
self:loadLayers('data/map.lua')
59
MenuScreen = View:extend {
60
--title = Text:new{text = "Test Platform Game", font = 48, wordWrap = false},
61
title = Tile:new{image = 'data/title.png', x = 0, y = 0},
62
onNew = function(self)
64
--self.title:centerAround(400, 200)
66
onUpdate = function(self, elapsed)
67
if the.keys:allJustPressed() then
68
the.app.view = GameView:new()
73
273
the.app = App:new {
75
274
onRun = function (self)
76
self.view = MenuScreen:new()
78
self.console:watch('VERSION', 'VERSION')
79
self.console:watch('onGround', 'the.player.onGround')
80
self.console:watch('onWall', 'the.player.onWall')
81
self.console:watch('updateTook', 'the.updateTook')
82
self.console:watch('drawTook', 'the.drawTook')
83
self.console:watch('recorder state', 'the.recorder.state')
275
self.view = GameView:new()
276
self.console:watch('onGround', 'the.player.onGround')
277
self.console:watch('onWall', 'the.player.onWall')
278
self.console:watch('updateTook', 'the.updateTook')
279
self.console:watch('drawTook', 'the.drawTook')
280
self.console:watch('recorder state', 'the.recorder.state')
86
282
--the.profiler = newProfiler('time', 2000)
87
283
--the.profiler = newProfiler()