/zoeplat

To get this branch, use:
bzr branch http://9ix.org/bzr/zoeplat

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-03-05 00:14:58 UTC
  • Revision ID: josh@9ix.org-20130305001458-206jxv29dgeenj3n
jump

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
__ = require 'underscore'
6
 
--inspect = require 'inspect'
7
 
 
8
 
Player = Animation:extend {
 
5
 
 
6
TERM_VEL = 400
 
7
 
 
8
Player = Tile:extend {
9
9
   image = 'data/player.png',
10
 
   height = 32,
11
 
   width = 32,
12
 
   sequences = {
13
 
      stand = { frames = { 1 }, fps = 1 },
14
 
      walk = { frames = { 2, 3 }, fps = 5 },
15
 
      jump = { frames = { 4 }, fps = 1 }
16
 
   },
17
 
   collisions = {},
18
 
   onWall = false,
19
10
   onNew = function (self)
20
11
              self.velocity.y = 0
21
 
              self.maxVelocity.y = 400
22
12
           end,
23
 
   doPhysics = function (self, dir, elapsed)
24
 
                  local vel = self.velocity
25
 
                  local acc = self.acceleration
26
 
                  local drag = self.drag
27
 
                  local minVel = self.minVelocity
28
 
                  local maxVel = self.maxVelocity
29
 
 
30
 
                  -- check existence of properties
31
 
 
32
 
                  if STRICT then
33
 
                     assert(vel, 'active sprite has no velocity property')
34
 
                     assert(acc, 'active sprite has no acceleration property')
35
 
                     assert(drag, 'active sprite has no drag property')
36
 
                     assert(minVel, 'active sprite has no minVelocity property')
37
 
                     assert(maxVel, 'active sprite has no maxVelocity property')
38
 
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
39
 
                  end
40
 
 
41
 
                  vel.x = vel.x or 0
42
 
                  vel.y = vel.y or 0
43
 
                  vel.rotation = vel.rotation or 0
44
 
 
45
 
                  -- physics
46
 
 
47
 
                  if acc[dir] and acc[dir] ~= 0 then
48
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
49
 
                  else
50
 
                     if drag[dir] then
51
 
                        if vel[dir] > 0 then
52
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
53
 
                           if vel[dir] < 0 then vel[dir] = 0 end
54
 
                        elseif vel[dir] < 0 then
55
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
56
 
                           if vel[dir] > 0 then vel[dir] = 0 end
57
 
                        end
58
 
                     end
59
 
                  end
60
 
 
61
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
62
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
63
 
 
64
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
65
 
               end,
66
 
   onStartFrame = function (self)
67
 
                     -- this is all in startframe so it happens before
68
 
                     -- physics calc at beginning of update
69
 
 
70
 
                     -- jumping/falling updates could go in EndFrame...
71
 
                     self.falling = self.velocity.y > 0
72
 
                     if self.falling then self.jumping = false end
73
 
                     --print(self.jumping, self.falling)
74
 
 
75
 
                     if (not self.onGround) and (not self.onWall) then
76
 
                        self:play('jump')
77
 
                     end
78
 
 
79
 
                     self.velocity.x = 0
80
 
                     self.acceleration.y = 800
81
 
 
82
 
                     if self.onWall then
83
 
                        self.acceleration.y = 0
84
 
 
85
 
                        if the.keys:pressed('up') then
86
 
                           self.velocity.y = -200
87
 
                           self:play('stand')
88
 
                        elseif the.keys:pressed('down') then
89
 
                           self.velocity.y = 200
90
 
                           self:play('stand')
91
 
                        else
92
 
                           self.velocity.y = 0
93
 
                           self:play('stand')
94
 
                        end
95
 
                     end
96
 
 
97
 
                     if the.keys:pressed('left') then
98
 
                        self.velocity.x = -200
99
 
                        if self.onGround then self:play('walk') end
100
 
                        if self.onWall == 'right' then self.onWall = false end
101
 
                        if self.onWall == 'right' then self.onWall = false end
102
 
                     elseif the.keys:pressed('right') then
103
 
                        self.velocity.x = 200
104
 
                        if self.onGround then self:play('walk') end
105
 
                        if self.onWall == 'left' then self.onWall = false end
106
 
                     else
107
 
                        if self.onGround then self:play('stand') end
108
 
                     end
109
 
 
110
 
                     if the.keys:justPressed('up') and self.onGround then
111
 
                        self.velocity.y = -400
112
 
                        self.jumping = true
113
 
                     end
114
 
                  end,
115
 
   update = function (self, elapsed)
116
 
               -- NOTE: this is an override, not a callback
117
 
 
118
 
               self:doPhysics('x', elapsed)
119
 
               self:collide(the.view.map)
120
 
 
121
 
               -- handle X collisions
122
 
               for _, col in ipairs(self.collisions) do
123
 
                  col.other:displaceDir(self, 'x')
124
 
                  if self.velocity.x > 0 then
125
 
                     self.onWall = 'right'
126
 
                  elseif self.velocity.x < 0 then
127
 
                     self.onWall = 'left'
128
 
                  else
129
 
                     print 'x ??'
130
 
                  end
131
 
               end
132
 
 
133
 
               self.onGround = false -- right before Y collision callbacks
134
 
               self:doPhysics('y', elapsed)
135
 
               self:collide(the.view.map)
136
 
 
137
 
               -- handle Y collisions
138
 
               for _, col in ipairs(self.collisions) do
139
 
                  if self.velocity.y > 0 then
140
 
                     self.onGround = true
141
 
                  end
142
 
 
143
 
                  col.other:displaceDir(self, 'y')
144
 
                  self.velocity.y = 0
145
 
                  self.jumping = false
146
 
               end
147
 
 
148
 
               Animation.update(self, elapsed)
149
 
            end,
150
 
   collide = function (self, ...)
151
 
                self.collisions = {}
152
 
                Animation.collide(self, ...)
153
 
                -- I could return a true/false value here if I wanted to...
154
 
             end,
155
 
   onCollide = function (self, other, xOverlap, yOverlap)
156
 
                  if other == the.view.map then return end
157
 
 
158
 
                  table.insert(self.collisions, {other = other,
159
 
                                                 xOverlap = xOverlap,
160
 
                                                 yOverlap = yOverlap })
161
 
               end
 
13
   onUpdate = function (self)
 
14
 
 
15
                 self.velocity.x = 0
 
16
                 if self.velocity.y >= TERM_VEL then
 
17
                    self.velocity.y = TERM_VEL
 
18
                    self.acceleration.y = 0
 
19
                 else
 
20
                    self.acceleration.y = 800
 
21
                 end
 
22
 
 
23
                 if the.keys:pressed('left') then
 
24
                    self.velocity.x = -200
 
25
                 elseif the.keys:pressed('right') then
 
26
                    self.velocity.x = 200
 
27
                 end
 
28
 
 
29
                 if the.keys:justPressed('up') then
 
30
                    self.velocity.y = -400
 
31
                 end
 
32
 
 
33
              end
162
34
}
163
35
 
164
 
function Sprite:displaceDir(other, dir)
165
 
   if not self.solid or self == other or not other.solid then return end
166
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
167
 
 
168
 
   if other.sprites then
169
 
      -- handle groups
170
 
 
171
 
      for _, spr in pairs(other.sprites) do
172
 
         self:displace(spr, dir)
173
 
      end
174
 
   else
175
 
      -- handle sprites
176
 
      local dim
177
 
      if dir == 'x' then
178
 
         dim = 'width'
179
 
      elseif dir == 'y' then
180
 
         dim = 'height'
181
 
      else
182
 
         print 'dir ??'
183
 
      end
184
 
 
185
 
      local negMove = (other[dir] - self[dir]) + other[dim]
186
 
      local posMove = (self[dir] + self[dim]) - other[dir]
187
 
 
188
 
      -- TODO: re-add hinting?
189
 
      if negMove < posMove then
190
 
         chg = - negMove
191
 
      else
192
 
         chg = posMove
193
 
      end
194
 
   end
195
 
 
196
 
   other[dir] = other[dir] + chg
197
 
end
198
 
 
199
36
GameView = View:extend {
200
37
   onNew = function (self)
201
38
              self:loadLayers('data/map.lua')
202
39
              self.focus = the.player
203
40
              self:clampTo(self.map)
204
41
           end,
205
 
   onUpdate = function (self)
206
 
                 --print('tick')
207
 
                 --the.player:collide(self.map)
208
 
                 --self.map:collide(the.player)
209
 
              end
 
42
 
 
43
   onEndFrame = function (self, dt)
 
44
                   self.map:subdisplace(the.player)
 
45
                end
210
46
}
211
47
 
212
48
the.app = App:new {
213
49
   onRun = function (self)
214
50
              self.view = GameView:new()
215
 
              self.console:watch('onGround', 'the.player.onGround')
216
 
              self.console:watch('onWall', 'the.player.onWall')
217
51
           end,
218
52
   onUpdate = function (self, dt)
219
 
                 if the.keys:justPressed('escape') and 
220
 
                   not self.console.visible then
221
 
                    self.quit()
 
53
                 if the.keys:justPressed('escape') then
 
54
                    love.event.quit()
222
55
                 end
223
56
              end
224
57
}
 
 
b'\\ No newline at end of file'