/zoeplat

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  • Committer: Josh C
  • Date: 2013-04-10 00:42:25 UTC
  • Revision ID: josh@9ix.org-20130410004225-ok7v6kq2g632mqmv
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STRICT = true
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2
DEBUG = true
 
3
RECORD = true
 
4
PLAYBACK = false
3
5
 
4
6
require 'zoetrope'
5
 
_ = require 'underscore'
 
7
__ = require 'underscore'
6
8
--inspect = require 'inspect'
 
9
require 'pepperprof'
 
10
 
 
11
util = {
 
12
   dim = function(dir)
 
13
      if dir == 'x' then
 
14
         return 'width'
 
15
      elseif dir == 'y' then
 
16
         return 'height'
 
17
      else
 
18
         if STRICT then error('dir '..dir) end
 
19
      end
 
20
   end
 
21
}
7
22
 
8
23
Player = Animation:extend {
9
24
   image = 'data/player.png',
12
27
   sequences = {
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 }
16
33
   },
 
34
   collisions = {},
 
35
   onWall = false,
 
36
   leftWallAt = 0,
17
37
   onNew = function (self)
18
38
              self.velocity.y = 0
19
39
              self.maxVelocity.y = 400
33
53
                     assert(drag, 'active sprite has no drag property')
34
54
                     assert(minVel, 'active sprite has no minVelocity property')
35
55
                     assert(maxVel, 'active sprite has no maxVelocity property')
36
 
                     assert(_.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
 
56
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
37
57
                  end
38
58
 
39
59
                  vel.x = vel.x or 0
59
79
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
60
80
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
61
81
 
 
82
                  -- ugly hack for falling through floor on really slow frames
 
83
                  if math.abs(vel[dir] * elapsed) > 32 then
 
84
                     print('skip')
 
85
                     return
 
86
                  end
 
87
 
62
88
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
 
89
 
 
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
63
95
               end,
64
96
   onStartFrame = function (self)
65
97
                     -- this is all in startframe so it happens before
70
102
                     if self.falling then self.jumping = false end
71
103
                     --print(self.jumping, self.falling)
72
104
 
73
 
                     if not self.onGround then
 
105
                     if (not self.onGround) and (not self.onWall) then
74
106
                        self:play('jump')
75
107
                     end
76
108
 
77
 
                     self.velocity.x = 0
78
109
                     self.acceleration.y = 800
79
110
 
 
111
                     if self.onWall then
 
112
                        self.acceleration.y = 0
 
113
 
 
114
                        if self.onWall == 'right' then
 
115
                           self:play('climbRight')
 
116
                        elseif self.onWall == 'left' then
 
117
                           self:play('climbLeft')
 
118
                        end
 
119
 
 
120
                        if the.keys:pressed('up') then
 
121
                           self.velocity.y = -200
 
122
                        elseif the.keys:pressed('down') then
 
123
                           self.velocity.y = 200
 
124
                        else
 
125
                           self.velocity.y = 0
 
126
                           self:freeze(self.sequences[self.currentName].frames[1])
 
127
                        end
 
128
                     end
 
129
 
80
130
                     if the.keys:pressed('left') then
81
131
                        self.velocity.x = -200
82
132
                        if self.onGround then self:play('walk') end
 
133
                        if self.onWall == 'right' then
 
134
                           self.onWall = false
 
135
                           self.leftWallAt = love.timer.getTime()
 
136
                        end
83
137
                     elseif the.keys:pressed('right') then
84
138
                        self.velocity.x = 200
85
139
                        if self.onGround then self:play('walk') end
 
140
                        if self.onWall == 'left' then
 
141
                           self.onWall = false
 
142
                           self.leftWallAt = love.timer.getTime()
 
143
                        end
86
144
                     else
87
 
                        if self.onGround then self:play('stand') end
 
145
                        if not self.onWall then
 
146
                           if self.onGround then self:play('stand') end
 
147
                           self.velocity.x = 0
 
148
                        end
88
149
                     end
89
150
 
90
 
                     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
91
154
                        self.velocity.y = -400
92
155
                        self.jumping = true
93
156
                     end
96
159
               -- NOTE: this is an override, not a callback
97
160
 
98
161
               self:doPhysics('x', elapsed)
 
162
               self:collide(the.view.map)
 
163
 
 
164
               -- handle X collisions
 
165
               self.onWall = false
 
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
 
171
                     self.onWall = 'left'
 
172
                  else
 
173
                     print 'x ??'
 
174
                  end
 
175
               end
99
176
 
100
177
               self.onGround = false -- right before Y collision callbacks
101
178
               self:doPhysics('y', elapsed)
102
 
 
103
179
               self:collide(the.view.map)
 
180
 
 
181
               -- handle Y collisions
 
182
               for _, col in ipairs(self.collisions) do
 
183
                  if self.velocity.y > 0 then
 
184
                     self.onGround = true
 
185
                  end
 
186
 
 
187
                  col.other:displaceDir(self, 'y')
 
188
                  self.velocity.y = 0
 
189
                  self.jumping = false
 
190
               end
 
191
 
 
192
               -- text blob
 
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)
 
198
               end
 
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
 
206
 
 
207
               Animation.update(self, elapsed)
104
208
            end,
 
209
   collide = function (self, ...)
 
210
                self.collisions = {}
 
211
                Animation.collide(self, ...)
 
212
                -- I could return a true/false value here if I wanted to...
 
213
             end,
105
214
   onCollide = function (self, other, xOverlap, yOverlap)
106
 
                  -- seriously, why does this even fire?
107
215
                  if other == the.view.map then return end
108
216
 
109
 
                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
110
 
                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
111
 
 
112
 
                  -- assumption: any other collision is with a solid map tile
113
 
                  if yOverlap > xOverlap then
114
 
                     other:displace(self)
115
 
 
116
 
                     if self.velocity.x > 0 then
117
 
                        self.onWall = 'right'
118
 
                     elseif self.velocity.x < 0 then
119
 
                        self.onWall = 'left'
120
 
                     else
121
 
                        print 'x ??'
122
 
                     end
123
 
                  elseif xOverlap > yOverlap then
124
 
                     -- check if we've moved since collisions were generated
125
 
                     local xov, yov = self:overlap(other.x, other.y,
126
 
                                                   other.width, other.height)
127
 
                     if xov ~= 0 and yov ~= 0 then
128
 
                        --print('y collision')
129
 
                        if self.velocity.y > 0 then
130
 
                           self.onGround = true
131
 
                        end
132
 
 
133
 
                        self.velocity.y = 0
134
 
                        other:displace(self)
135
 
                        self.jumping = false
136
 
                     end
137
 
                  else
138
 
                     print('xy ??')
139
 
                  end
140
 
 
141
 
               end,
 
217
                  table.insert(self.collisions, {other = other,
 
218
                                                 xOverlap = xOverlap,
 
219
                                                 yOverlap = yOverlap })
 
220
               end
142
221
}
143
222
 
 
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
 
227
 
 
228
   if other.sprites then
 
229
      -- handle groups
 
230
 
 
231
      for _, spr in pairs(other.sprites) do
 
232
         self:displace(spr, dir)
 
233
      end
 
234
   else
 
235
      -- handle sprites
 
236
      local dim = util.dim(dir)
 
237
 
 
238
      local negMove = (other[dir] - self[dir]) + other[dim]
 
239
      local posMove = (self[dir] + self[dim]) - other[dir]
 
240
 
 
241
      -- TODO: re-add hinting?
 
242
      if negMove < posMove then
 
243
         chg = - negMove
 
244
      else
 
245
         chg = posMove
 
246
      end
 
247
   end
 
248
 
 
249
   other[dir] = other[dir] + chg
 
250
end
 
251
 
 
252
-- don't use zoetrope physics
 
253
function Sprite:update (elapsed)
 
254
   if self.onUpdate then self:onUpdate(elapsed) end
 
255
end
 
256
 
144
257
GameView = View:extend {
145
258
   onNew = function (self)
146
259
              self:loadLayers('data/map.lua')
147
260
              self.focus = the.player
148
261
              self:clampTo(self.map)
 
262
 
 
263
              the.recorder = Recorder:new{mousePosInterval = 9999}
 
264
              the.app.meta:add(the.recorder)
 
265
              if RECORD then
 
266
                 the.recorder:startRecording()
 
267
              elseif PLAYBACK then
 
268
                 local storage = Storage:new{filename = 'record.lua'}
 
269
                 storage:load()
 
270
                 --print(inspect(storage.data))
 
271
                 the.recorder.record = storage.data
 
272
                 the.recorder:startPlaying()
 
273
              end
149
274
           end,
150
275
   onUpdate = function (self)
 
276
                 --print('drawTook: ', the.drawTook)
151
277
                 --print('tick')
152
278
                 --the.player:collide(self.map)
153
279
                 --self.map:collide(the.player)
154
 
              end
 
280
              end,
 
281
   -- draw = function (self, x, y)
 
282
   --           View.draw(self, x, y)
 
283
 
 
284
   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
285
   --        end
155
286
}
156
287
 
157
288
the.app = App:new {
158
289
   onRun = function (self)
159
290
              self.view = GameView:new()
160
 
              --print(inspect(_(the.app):keys()))
161
291
              self.console:watch('onGround', 'the.player.onGround')
162
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')
 
296
 
 
297
              --the.profiler = newProfiler('time', 2000)
 
298
              --the.profiler = newProfiler()
 
299
              --the.profiler:start()
163
300
           end,
164
301
   onUpdate = function (self, dt)
165
 
                 if the.keys:justPressed('escape') and 
166
 
                   not self.console.visible then
 
302
                 if the.keys:justPressed('escape') then
 
303
                    if the.profiler then
 
304
                       the.profiler:stop()
 
305
                       local outfile = io.open( "profile.txt", "w+" )
 
306
                       the.profiler:report( outfile )
 
307
                       outfile:close()
 
308
                    end
 
309
 
 
310
                    if RECORD then
 
311
                       if not love.filesystem.remove('record.lua') then
 
312
                          error('could not remove record.lua')
 
313
                       end
 
314
                       local storage = Storage:new{
 
315
                          data = the.recorder.record,
 
316
                          filename = 'record.lua'
 
317
                       }
 
318
                       storage:save(false)
 
319
                       --print(inspect(the.recorder.record))
 
320
                    end
 
321
 
167
322
                    self.quit()
168
323
                 end
169
 
              end
170
 
}
 
 
b'\\ No newline at end of file'
 
324
              end,
 
325
   update = function (self, dt)
 
326
               the.updateStart = love.timer.getMicroTime()
 
327
               App.update(self, dt)
 
328
               if the.updateStart then
 
329
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
330
               end
 
331
            end
 
332
}