13
28
stand = { frames = { 1 }, fps = 1 },
14
29
walk = { frames = { 2, 3 }, fps = 5 },
15
jump = { frames = { 4 }, fps = 1 }
30
jump = { frames = { 4 }, fps = 1 },
31
climbLeft = { frames = { 5, 6 }, fps = 5 },
32
climbRight = { frames = { 7, 8 }, fps = 5 }
17
37
onNew = function (self)
18
38
self.velocity.y = 0
19
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
21
96
onStartFrame = function (self)
22
97
-- this is all in startframe so it happens before
23
98
-- physics calc at beginning of update
27
102
if self.falling then self.jumping = false end
28
103
--print(self.jumping, self.falling)
105
if (not self.onGround) and (not self.onWall) then
31
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])
33
130
if the.keys:pressed('left') then
34
131
self.velocity.x = -200
35
if self:onGround() then self:play('walk') end
132
if self.onGround then self:play('walk') end
133
if self.onWall == 'right' then
135
self.leftWallAt = love.timer.getTime()
36
137
elseif the.keys:pressed('right') then
37
138
self.velocity.x = 200
38
if self:onGround() then self:play('walk') end
139
if self.onGround then self:play('walk') end
140
if self.onWall == 'left' then
142
self.leftWallAt = love.timer.getTime()
40
if self:onGround() then self:play('stand') end
145
if not self.onWall then
146
if self.onGround then self:play('stand') end
43
if the.keys:justPressed('up') and self:onGround() then
151
if the.keys:justPressed('up') and
152
(self.onGround or the.console.visible or
153
(love.timer.getTime() - self.leftWallAt < .1) ) then
44
154
self.velocity.y = -400
45
155
self.jumping = true
49
onEndFrame = function (self)
50
--print(self.velocity.y)
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')
193
if not self.text then
194
self.text = Text:new{wordWrap = true, width = 50, tint = {0,0,0}}
195
self.textfill = Fill:new{width = 54, border = {0,0,255}}
196
--the.view:add(self.textfill)
197
--the.view:add(self.text)
199
self.text.text = "Blah blah big text etc etc wrapping"
200
self.text:centerAround(self.x+16, self.y+16, 'horizontal')
201
_, texth = self.text:getSize()
202
self.text.y = self.y - texth - 4
203
self.textfill.x = self.text.x - 2
204
self.textfill.y = self.text.y - 2
205
self.textfill.height = texth + 4
207
Animation.update(self, elapsed)
209
collide = function (self, ...)
211
Animation.collide(self, ...)
212
-- I could return a true/false value here if I wanted to...
52
214
onCollide = function (self, other, xOverlap, yOverlap)
53
-- seriously, why does this even fire?
54
215
if other == the.view.map then return end
56
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
57
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
59
-- assumption: any other collision is with a solid map tile
60
if yOverlap > xOverlap then
62
elseif xOverlap > yOverlap then
63
-- check if we've moved since collisions were generated
64
local xov, yov = self:overlap(other.x, other.y,
65
other.width, other.height)
66
if xov ~= 0 and yov ~= 0 then
76
onGround = function (self)
77
return (not self.jumping) and (not self.falling)
217
table.insert(self.collisions, {other = other,
219
yOverlap = yOverlap })
223
-- displace on a specific axis (monkey patch Sprite)
224
function Sprite:displaceDir(other, dir)
225
if not self.solid or self == other or not other.solid then return end
226
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
228
if other.sprites then
231
for _, spr in pairs(other.sprites) do
232
self:displace(spr, dir)
236
local dim = util.dim(dir)
238
local negMove = (other[dir] - self[dir]) + other[dim]
239
local posMove = (self[dir] + self[dim]) - other[dir]
241
-- TODO: re-add hinting?
242
if negMove < posMove then
249
other[dir] = other[dir] + chg
252
-- don't use zoetrope physics
253
function Sprite:update (elapsed)
254
if self.onUpdate then self:onUpdate(elapsed) end
81
257
GameView = View:extend {
82
258
onNew = function (self)
83
259
self:loadLayers('data/map.lua')
84
260
self.focus = the.player
85
261
self:clampTo(self.map)
263
the.recorder = Recorder:new{mousePosInterval = 9999}
264
the.app.meta:add(the.recorder)
266
the.recorder:startRecording()
268
local storage = Storage:new{filename = 'record.lua'}
270
--print(inspect(storage.data))
271
the.recorder.record = storage.data
272
the.recorder:startPlaying()
87
275
onUpdate = function (self)
276
--print('drawTook: ', the.drawTook)
89
the.player:collide(self.map)
278
--the.player:collide(self.map)
90
279
--self.map:collide(the.player)
281
-- draw = function (self, x, y)
282
-- View.draw(self, x, y)
284
-- love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
94
288
the.app = App:new {
95
289
onRun = function (self)
96
290
self.view = GameView:new()
97
--print(inspect(_(the.app):keys()))
291
self.console:watch('onGround', 'the.player.onGround')
292
self.console:watch('onWall', 'the.player.onWall')
293
self.console:watch('updateTook', 'the.updateTook')
294
self.console:watch('drawTook', 'the.drawTook')
295
self.console:watch('recorder state', 'the.recorder.state')
297
--the.profiler = newProfiler('time', 2000)
298
--the.profiler = newProfiler()
299
--the.profiler:start()
99
301
onUpdate = function (self, dt)
100
-- TODO: make this not work if debug console is active
101
302
if the.keys:justPressed('escape') then
305
local outfile = io.open( "profile.txt", "w+" )
306
the.profiler:report( outfile )
311
if not love.filesystem.remove('record.lua') then
312
error('could not remove record.lua')
314
local storage = Storage:new{
315
data = the.recorder.record,
316
filename = 'record.lua'
319
--print(inspect(the.recorder.record))
b'\\ No newline at end of file'
325
update = function (self, dt)
326
the.updateStart = love.timer.getMicroTime()
328
if the.updateStart then
329
the.updateTook = love.timer.getMicroTime() - the.updateStart