23
Player = Animation:extend {
24
image = 'data/player.png',
28
stand = { frames = { 1 }, fps = 1 },
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walk = { frames = { 2, 3 }, fps = 5 },
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jump = { frames = { 4 }, fps = 1 },
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climbLeft = { frames = { 5, 6 }, fps = 5 },
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climbRight = { frames = { 7, 8 }, fps = 5 }
37
onNew = function (self)
39
self.maxVelocity.y = 400
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doPhysics = function (self, dir, elapsed)
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local vel = self.velocity
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local acc = self.acceleration
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local drag = self.drag
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local minVel = self.minVelocity
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local maxVel = self.maxVelocity
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-- check existence of properties
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assert(vel, 'active sprite has no velocity property')
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assert(acc, 'active sprite has no acceleration property')
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assert(drag, 'active sprite has no drag property')
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assert(minVel, 'active sprite has no minVelocity property')
55
assert(maxVel, 'active sprite has no maxVelocity property')
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assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
61
vel.rotation = vel.rotation or 0
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if acc[dir] and acc[dir] ~= 0 then
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vel[dir] = vel[dir] + acc[dir] * elapsed
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vel[dir] = vel[dir] - drag[dir] * elapsed
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if vel[dir] < 0 then vel[dir] = 0 end
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elseif vel[dir] < 0 then
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vel[dir] = vel[dir] + drag[dir] * elapsed
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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
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local edge = the.view.map[util.dim(dir)] -
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the.player[util.dim(dir)]
93
-- TODO: take map position into account
94
if self[dir] > edge then self[dir] = edge end
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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
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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')
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...
214
onCollide = function (self, other, xOverlap, yOverlap)
215
if other == the.view.map then return end
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
22
257
GameView = View:extend {
23
258
onNew = function (self)
24
259
self:loadLayers('data/map.lua')