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)
30
if not self.onGround then
105
if (not self.onGround) and (not self.onWall) then
35
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])
37
130
if the.keys:pressed('left') then
38
131
self.velocity.x = -200
39
132
if self.onGround then self:play('walk') end
133
if self.onWall == 'right' then
135
self.leftWallAt = love.timer.getTime()
40
137
elseif the.keys:pressed('right') then
41
138
self.velocity.x = 200
42
139
if self.onGround then self:play('walk') end
140
if self.onWall == 'left' then
142
self.leftWallAt = love.timer.getTime()
44
if self.onGround then self:play('stand') end
145
if not self.onWall then
146
if self.onGround then self:play('stand') end
47
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
48
154
self.velocity.y = -400
49
155
self.jumping = true
52
onUpdate = function (self)
53
-- needs to happen right before collision
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...
56
214
onCollide = function (self, other, xOverlap, yOverlap)
57
-- seriously, why does this even fire?
58
215
if other == the.view.map then return end
60
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
61
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
63
-- assumption: any other collision is with a solid map tile
64
if yOverlap > xOverlap then
66
elseif xOverlap > yOverlap then
67
-- check if we've moved since collisions were generated
68
local xov, yov = self:overlap(other.x, other.y,
69
other.width, other.height)
70
if xov ~= 0 and yov ~= 0 then
71
--print('y collision')
72
if self.velocity.y > 0 then
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
87
257
GameView = View:extend {
88
258
onNew = function (self)
89
259
self:loadLayers('data/map.lua')
90
260
self.focus = the.player
91
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()
93
275
onUpdate = function (self)
276
--print('drawTook: ', the.drawTook)
95
the.player:collide(self.map)
278
--the.player:collide(self.map)
96
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)
100
288
the.app = App:new {
101
289
onRun = function (self)
102
290
self.view = GameView:new()
103
--print(inspect(_(the.app):keys()))
104
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()
106
301
onUpdate = function (self, dt)
107
if the.keys:justPressed('escape') and
108
not self.console.visible then
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