5
__ = require 'underscore'
5
6
--inspect = require 'inspect'
6
--_ = require 'underscore'
8
Player = Animation:extend {
9
image = 'data/player.png',
13
stand = { frames = { 1 }, fps = 1 },
14
walk = { frames = { 2, 3 }, fps = 5 },
15
jump = { frames = { 4 }, fps = 1 }
17
onNew = function (self)
19
self.maxVelocity.y = 400
21
onStartFrame = function (self)
22
-- this is all in startframe so it happens before
23
-- physics calc at beginning of update
25
-- jumping/falling updates could go in EndFrame...
26
self.falling = self.velocity.y > 0
27
if self.falling then self.jumping = false end
28
--print(self.jumping, self.falling)
31
self.acceleration.y = 800
33
if the.keys:pressed('left') then
34
self.velocity.x = -200
35
if self:onGround() then self:play('walk') end
36
elseif the.keys:pressed('right') then
38
if self:onGround() then self:play('walk') end
40
if self:onGround() then self:play('stand') end
43
if the.keys:justPressed('up') and self:onGround() then
44
self.velocity.y = -400
49
onEndFrame = function (self)
50
--print(self.velocity.y)
52
onCollide = function (self, other, xOverlap, yOverlap)
53
-- seriously, why does this even fire?
54
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)
14
elseif dir == 'y' then
17
if STRICT then error('dir '..dir) end
81
22
GameView = View:extend {
83
24
self:loadLayers('data/map.lua')
84
25
self.focus = the.player
85
26
self:clampTo(self.map)
28
the.recorder = Recorder:new{mousePosInterval = 9999}
29
the.app.meta:add(the.recorder)
30
if the.app.record then
31
the.recorder:startRecording()
32
elseif the.app.playback then
33
local storage = Storage:new{filename = 'record.lua'}
35
--print(inspect(storage.data))
36
the.recorder.record = storage.data
37
the.recorder:startPlaying()
87
40
onUpdate = function (self)
41
--print('drawTook: ', the.drawTook)
89
the.player:collide(self.map)
43
--the.player:collide(self.map)
90
44
--self.map:collide(the.player)
46
-- draw = function (self, x, y)
47
-- View.draw(self, x, y)
49
-- love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
94
53
the.app = App:new {
95
55
onRun = function (self)
96
56
self.view = GameView:new()
97
--print(inspect(_(the.app):keys()))
57
self.console:watch('onGround', 'the.player.onGround')
58
self.console:watch('onWall', 'the.player.onWall')
59
self.console:watch('updateTook', 'the.updateTook')
60
self.console:watch('drawTook', 'the.drawTook')
61
self.console:watch('recorder state', 'the.recorder.state')
63
--the.profiler = newProfiler('time', 2000)
64
--the.profiler = newProfiler()
65
--the.profiler:start()
99
67
onUpdate = function (self, dt)
100
-- TODO: make this not work if debug console is active
101
68
if the.keys:justPressed('escape') then
71
local outfile = io.open( "profile.txt", "w+" )
72
the.profiler:report( outfile )
77
if not love.filesystem.remove('record.lua') then
78
print('could not remove record.lua')
80
local storage = Storage:new{
81
data = the.recorder.record,
82
filename = 'record.lua'
85
--print(inspect(the.recorder.record))
b'\\ No newline at end of file'
91
update = function (self, dt)
92
the.updateStart = love.timer.getMicroTime()
94
if the.updateStart then
95
the.updateTook = love.timer.getMicroTime() - the.updateStart
100
function love.load (arg)
101
opts = getopt(arg, '')
103
the.app.playback = true
104
the.app.record = false
105
elseif opts['r'] then
106
the.app.record = true
b'\\ No newline at end of file'