/zoeplat

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  • Committer: Josh C
  • Date: 2013-04-11 00:15:03 UTC
  • Revision ID: josh@9ix.org-20130411001503-u3hxmtsjcw9i3lo7
actually make separate player/sprite work.  clean up some code that 
assumes debug mode

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STRICT = true
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DEBUG = true
 
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DEBUG = false
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require 'zoetrope'
 
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__ = require 'underscore'
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--inspect = require 'inspect'
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--_ = require 'underscore'
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Player = Animation:extend {
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   image = 'data/player.png',
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   height = 32,
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   width = 32,
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   sequences = {
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      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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   },
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   onNew = function (self)
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              self.velocity.y = 0
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              self.maxVelocity.y = 400
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           end,
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   onStartFrame = function (self)
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                     -- this is all in startframe so it happens before
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                     -- physics calc at beginning of update
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                     -- jumping/falling updates could go in EndFrame...
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                     self.falling = self.velocity.y > 0
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                     if self.falling then self.jumping = false end
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                     --print(self.jumping, self.falling)
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                     self.velocity.x = 0
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                     self.acceleration.y = 800
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                     if the.keys:pressed('left') then
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                        self.velocity.x = -200
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                        if self:onGround() then self:play('walk') end
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                     elseif the.keys:pressed('right') then
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                        self.velocity.x = 200
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                        if self:onGround() then self:play('walk') end
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                     else
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                        if self:onGround() then self:play('stand') end
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                     end
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                     if the.keys:justPressed('up') and self:onGround() then
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                        self.velocity.y = -400
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                        self.jumping = true
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                        self:play('jump')
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                     end
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                  end,
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   onEndFrame = function (self)
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                   --print(self.velocity.y)
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                end,
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   onCollide = function (self, other, xOverlap, yOverlap)
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                  -- seriously, why does this even fire?
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                  if other == the.view.map then return end
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                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
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                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
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                  -- assumption: any other collision is with a solid map tile
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                  if yOverlap > xOverlap then
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                     other:displace(self)
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                  elseif xOverlap > yOverlap then
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                     -- check if we've moved since collisions were generated
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                     local xov, yov = self:overlap(other.x, other.y,
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                                                   other.width, other.height)
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                     if xov ~= 0 and yov ~= 0 then
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                        self.velocity.y = 0
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                        other:displace(self)
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                        self.jumping = false
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                     end
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                  else
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                     print('??')
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                  end
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               end,
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   onGround = function (self)
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                 return (not self.jumping) and (not self.falling)
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              end
 
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require 'pepperprof'
 
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require 'getopt_alt'
 
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require 'sprite'
 
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require 'player'
 
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util = {
 
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   dim = function(dir)
 
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      if dir == 'x' then
 
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         return 'width'
 
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      elseif dir == 'y' then
 
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         return 'height'
 
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      else
 
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         if STRICT then error('dir '..dir) end
 
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      end
 
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   end
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}
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GameView = View:extend {
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              self:loadLayers('data/map.lua')
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              self.focus = the.player
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              self:clampTo(self.map)
 
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              the.recorder = Recorder:new{mousePosInterval = 9999}
 
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              the.app.meta:add(the.recorder)
 
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              if the.app.record then
 
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                 the.recorder:startRecording()
 
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              elseif the.app.playback then
 
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                 local storage = Storage:new{filename = 'record.lua'}
 
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                 storage:load()
 
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                 --print(inspect(storage.data))
 
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                 the.recorder.record = storage.data
 
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                 the.recorder:startPlaying()
 
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              end
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           end,
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   onUpdate = function (self)
 
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                 --print('drawTook: ', the.drawTook)
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                 --print('tick')
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                 the.player:collide(self.map)
 
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                 --the.player:collide(self.map)
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                 --self.map:collide(the.player)
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              end
 
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              end,
 
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   -- draw = function (self, x, y)
 
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   --           View.draw(self, x, y)
 
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   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
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   --        end
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}
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the.app = App:new {
 
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   record = true,
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   onRun = function (self)
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              self.view = GameView:new()
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              --print(inspect(_(the.app):keys()))
 
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              if DEBUG then
 
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                 self.console:watch('onGround', 'the.player.onGround')
 
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                 self.console:watch('onWall', 'the.player.onWall')
 
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                 self.console:watch('updateTook', 'the.updateTook')
 
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                 self.console:watch('drawTook', 'the.drawTook')
 
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                 self.console:watch('recorder state', 'the.recorder.state')
 
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              end
 
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              --the.profiler = newProfiler('time', 2000)
 
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              --the.profiler = newProfiler()
 
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              --the.profiler:start()
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           end,
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   onUpdate = function (self, dt)
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                 -- TODO: make this not work if debug console is active
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                 if the.keys:justPressed('escape') then
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                    love.event.quit()
 
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                    if the.profiler then
 
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                       the.profiler:stop()
 
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                       local outfile = io.open( "profile.txt", "w+" )
 
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                       the.profiler:report( outfile )
 
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                       outfile:close()
 
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                    end
 
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                    if self.record then
 
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                       if not love.filesystem.remove('record.lua') then
 
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                          print('could not remove record.lua')
 
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                       end
 
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                       local storage = Storage:new{
 
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                          data = the.recorder.record,
 
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                          filename = 'record.lua'
 
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                       }
 
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                       storage:save(false)
 
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                       --print(inspect(the.recorder.record))
 
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                    end
 
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                    self.quit()
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                 end
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              end
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}
 
 
b'\\ No newline at end of file'
 
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              end,
 
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   update = function (self, dt)
 
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               the.updateStart = love.timer.getMicroTime()
 
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               App.update(self, dt)
 
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               if the.updateStart then
 
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                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
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               end
 
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            end
 
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}
 
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function love.load (arg)
 
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   opts = getopt(arg, '')
 
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   if opts['p'] then
 
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      the.app.playback = true
 
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      the.app.record = false
 
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   elseif opts['r'] then
 
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      the.app.record = true
 
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   end
 
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   the.app:run()
 
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end
 
 
b'\\ No newline at end of file'