/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
2
 
DEBUG = true
 
2
DEBUG = false
3
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4
4
require 'zoetrope'
5
5
__ = require 'underscore'
6
6
--inspect = require 'inspect'
7
 
 
8
 
Player = Animation:extend {
9
 
   image = 'data/player.png',
10
 
   height = 32,
11
 
   width = 32,
12
 
   sequences = {
13
 
      stand = { frames = { 1 }, fps = 1 },
14
 
      walk = { frames = { 2, 3 }, fps = 5 },
15
 
      jump = { frames = { 4 }, fps = 1 },
16
 
      climbLeft = { frames = { 5, 6 }, fps = 5 },
17
 
      climbRight = { frames = { 7, 8 }, fps = 5 }
18
 
   },
19
 
   collisions = {},
20
 
   onWall = false,
21
 
   onNew = function (self)
22
 
              self.velocity.y = 0
23
 
              self.maxVelocity.y = 400
24
 
           end,
25
 
   doPhysics = function (self, dir, elapsed)
26
 
                  local vel = self.velocity
27
 
                  local acc = self.acceleration
28
 
                  local drag = self.drag
29
 
                  local minVel = self.minVelocity
30
 
                  local maxVel = self.maxVelocity
31
 
 
32
 
                  -- check existence of properties
33
 
 
34
 
                  if STRICT then
35
 
                     assert(vel, 'active sprite has no velocity property')
36
 
                     assert(acc, 'active sprite has no acceleration property')
37
 
                     assert(drag, 'active sprite has no drag property')
38
 
                     assert(minVel, 'active sprite has no minVelocity property')
39
 
                     assert(maxVel, 'active sprite has no maxVelocity property')
40
 
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
41
 
                  end
42
 
 
43
 
                  vel.x = vel.x or 0
44
 
                  vel.y = vel.y or 0
45
 
                  vel.rotation = vel.rotation or 0
46
 
 
47
 
                  -- physics
48
 
 
49
 
                  if acc[dir] and acc[dir] ~= 0 then
50
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
51
 
                  else
52
 
                     if drag[dir] then
53
 
                        if vel[dir] > 0 then
54
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
55
 
                           if vel[dir] < 0 then vel[dir] = 0 end
56
 
                        elseif vel[dir] < 0 then
57
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
58
 
                           if vel[dir] > 0 then vel[dir] = 0 end
59
 
                        end
60
 
                     end
61
 
                  end
62
 
 
63
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
64
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
65
 
 
66
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
67
 
               end,
68
 
   onStartFrame = function (self)
69
 
                     -- this is all in startframe so it happens before
70
 
                     -- physics calc at beginning of update
71
 
 
72
 
                     -- jumping/falling updates could go in EndFrame...
73
 
                     self.falling = self.velocity.y > 0
74
 
                     if self.falling then self.jumping = false end
75
 
                     --print(self.jumping, self.falling)
76
 
 
77
 
                     if (not self.onGround) and (not self.onWall) then
78
 
                        self:play('jump')
79
 
                     end
80
 
 
81
 
                     self.acceleration.y = 800
82
 
 
83
 
                     if self.onWall then
84
 
                        self.acceleration.y = 0
85
 
 
86
 
                        if self.onWall == 'right' then
87
 
                           self:play('climbRight')
88
 
                        elseif self.onWall == 'left' then
89
 
                           self:play('climbLeft')
90
 
                        end
91
 
 
92
 
                        if the.keys:pressed('up') then
93
 
                           self.velocity.y = -200
94
 
                        elseif the.keys:pressed('down') then
95
 
                           self.velocity.y = 200
96
 
                        else
97
 
                           self.velocity.y = 0
98
 
                           self:freeze(self.sequences[self.currentName].frames[1])
99
 
                        end
100
 
                     end
101
 
 
102
 
                     if the.keys:pressed('left') then
103
 
                        self.velocity.x = -200
104
 
                        if self.onGround then self:play('walk') end
105
 
                        if self.onWall == 'right' then self.onWall = false end
106
 
                     elseif the.keys:pressed('right') then
107
 
                        self.velocity.x = 200
108
 
                        if self.onGround then self:play('walk') end
109
 
                        if self.onWall == 'left' then self.onWall = false end
110
 
                     else
111
 
                        if not self.onWall then
112
 
                           if self.onGround then self:play('stand') end
113
 
                           self.velocity.x = 0
114
 
                        end
115
 
                     end
116
 
 
117
 
                     if the.keys:justPressed('up') and self.onGround then
118
 
                        self.velocity.y = -400
119
 
                        self.jumping = true
120
 
                     end
121
 
                  end,
122
 
   update = function (self, elapsed)
123
 
               -- NOTE: this is an override, not a callback
124
 
 
125
 
               self:doPhysics('x', elapsed)
126
 
               self:collide(the.view.map)
127
 
 
128
 
               -- handle X collisions
129
 
               self.onWall = false
130
 
               for _, col in ipairs(self.collisions) do
131
 
                  col.other:displaceDir(self, 'x')
132
 
                  if self.velocity.x > 0 then
133
 
                     self.onWall = 'right'
134
 
                  elseif self.velocity.x < 0 then
135
 
                     self.onWall = 'left'
136
 
                  else
137
 
                     print 'x ??'
138
 
                  end
139
 
               end
140
 
 
141
 
               self.onGround = false -- right before Y collision callbacks
142
 
               self:doPhysics('y', elapsed)
143
 
               self:collide(the.view.map)
144
 
 
145
 
               -- handle Y collisions
146
 
               for _, col in ipairs(self.collisions) do
147
 
                  if self.velocity.y > 0 then
148
 
                     self.onGround = true
149
 
                  end
150
 
 
151
 
                  col.other:displaceDir(self, 'y')
152
 
                  self.velocity.y = 0
153
 
                  self.jumping = false
154
 
               end
155
 
 
156
 
               Animation.update(self, elapsed)
157
 
            end,
158
 
   collide = function (self, ...)
159
 
                self.collisions = {}
160
 
                Animation.collide(self, ...)
161
 
                -- I could return a true/false value here if I wanted to...
162
 
             end,
163
 
   onCollide = function (self, other, xOverlap, yOverlap)
164
 
                  if other == the.view.map then return end
165
 
 
166
 
                  table.insert(self.collisions, {other = other,
167
 
                                                 xOverlap = xOverlap,
168
 
                                                 yOverlap = yOverlap })
169
 
               end
170
 
}
171
 
 
172
 
function Sprite:displaceDir(other, dir)
173
 
   if not self.solid or self == other or not other.solid then return end
174
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
175
 
 
176
 
   if other.sprites then
177
 
      -- handle groups
178
 
 
179
 
      for _, spr in pairs(other.sprites) do
180
 
         self:displace(spr, dir)
181
 
      end
182
 
   else
183
 
      -- handle sprites
184
 
      local dim
 
7
require 'pepperprof'
 
8
require 'getopt_alt'
 
9
 
 
10
require 'sprite'
 
11
require 'player'
 
12
 
 
13
util = {
 
14
   dim = function(dir)
185
15
      if dir == 'x' then
186
 
         dim = 'width'
 
16
         return 'width'
187
17
      elseif dir == 'y' then
188
 
         dim = 'height'
189
 
      else
190
 
         print 'dir ??'
191
 
      end
192
 
 
193
 
      local negMove = (other[dir] - self[dir]) + other[dim]
194
 
      local posMove = (self[dir] + self[dim]) - other[dir]
195
 
 
196
 
      -- TODO: re-add hinting?
197
 
      if negMove < posMove then
198
 
         chg = - negMove
199
 
      else
200
 
         chg = posMove
 
18
         return 'height'
 
19
      else
 
20
         if STRICT then error('dir '..dir) end
201
21
      end
202
22
   end
203
 
 
204
 
   other[dir] = other[dir] + chg
205
 
end
 
23
}
206
24
 
207
25
GameView = View:extend {
208
26
   onNew = function (self)
209
27
              self:loadLayers('data/map.lua')
210
28
              self.focus = the.player
211
29
              self:clampTo(self.map)
 
30
 
 
31
              the.recorder = Recorder:new{mousePosInterval = 9999}
 
32
              the.app.meta:add(the.recorder)
 
33
              if the.app.record then
 
34
                 the.recorder:startRecording()
 
35
              elseif the.app.playback then
 
36
                 local storage = Storage:new{filename = 'record.lua'}
 
37
                 storage:load()
 
38
                 --print(inspect(storage.data))
 
39
                 the.recorder.record = storage.data
 
40
                 the.recorder:startPlaying()
 
41
              end
212
42
           end,
213
43
   onUpdate = function (self)
 
44
                 --print('drawTook: ', the.drawTook)
214
45
                 --print('tick')
215
46
                 --the.player:collide(self.map)
216
47
                 --self.map:collide(the.player)
217
 
              end
 
48
              end,
 
49
   -- draw = function (self, x, y)
 
50
   --           View.draw(self, x, y)
 
51
 
 
52
   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
53
   --        end
218
54
}
219
55
 
220
56
the.app = App:new {
 
57
   record = true,
221
58
   onRun = function (self)
222
59
              self.view = GameView:new()
223
 
              self.console:watch('onGround', 'the.player.onGround')
224
 
              self.console:watch('onWall', 'the.player.onWall')
 
60
              if DEBUG then
 
61
                 self.console:watch('onGround', 'the.player.onGround')
 
62
                 self.console:watch('onWall', 'the.player.onWall')
 
63
                 self.console:watch('updateTook', 'the.updateTook')
 
64
                 self.console:watch('drawTook', 'the.drawTook')
 
65
                 self.console:watch('recorder state', 'the.recorder.state')
 
66
              end
 
67
 
 
68
              --the.profiler = newProfiler('time', 2000)
 
69
              --the.profiler = newProfiler()
 
70
              --the.profiler:start()
225
71
           end,
226
72
   onUpdate = function (self, dt)
227
 
                 if the.keys:justPressed('escape') and 
228
 
                   not self.console.visible then
 
73
                 if the.keys:justPressed('escape') then
 
74
                    if the.profiler then
 
75
                       the.profiler:stop()
 
76
                       local outfile = io.open( "profile.txt", "w+" )
 
77
                       the.profiler:report( outfile )
 
78
                       outfile:close()
 
79
                    end
 
80
 
 
81
                    if self.record then
 
82
                       if not love.filesystem.remove('record.lua') then
 
83
                          print('could not remove record.lua')
 
84
                       end
 
85
                       local storage = Storage:new{
 
86
                          data = the.recorder.record,
 
87
                          filename = 'record.lua'
 
88
                       }
 
89
                       storage:save(false)
 
90
                       --print(inspect(the.recorder.record))
 
91
                    end
 
92
 
229
93
                    self.quit()
230
94
                 end
231
 
              end
232
 
}
 
 
b'\\ No newline at end of file'
 
95
              end,
 
96
   update = function (self, dt)
 
97
               the.updateStart = love.timer.getMicroTime()
 
98
               App.update(self, dt)
 
99
               if the.updateStart then
 
100
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
101
               end
 
102
            end
 
103
}
 
104
 
 
105
function love.load (arg)
 
106
   opts = getopt(arg, '')
 
107
   if opts['p'] then
 
108
      the.app.playback = true
 
109
      the.app.record = false
 
110
   elseif opts['r'] then
 
111
      the.app.record = true
 
112
   end
 
113
 
 
114
   the.app:run()
 
115
end
 
 
b'\\ No newline at end of file'