/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
3
 
4
4
require 'zoetrope'
5
5
__ = require 'underscore'
6
6
--inspect = require 'inspect'
7
7
require 'pepperprof'
 
8
require 'getopt_alt'
 
9
 
 
10
require 'sprite'
 
11
require 'player'
8
12
 
9
13
util = {
10
14
   dim = function(dir)
13
17
      elseif dir == 'y' then
14
18
         return 'height'
15
19
      else
16
 
         print 'dir ??'
17
 
      end
18
 
   end
19
 
}
20
 
 
21
 
Player = Animation:extend {
22
 
   image = 'data/player.png',
23
 
   height = 32,
24
 
   width = 32,
25
 
   sequences = {
26
 
      stand = { frames = { 1 }, fps = 1 },
27
 
      walk = { frames = { 2, 3 }, fps = 5 },
28
 
      jump = { frames = { 4 }, fps = 1 },
29
 
      climbLeft = { frames = { 5, 6 }, fps = 5 },
30
 
      climbRight = { frames = { 7, 8 }, fps = 5 }
31
 
   },
32
 
   collisions = {},
33
 
   onWall = false,
34
 
   leftWallAt = 0,
35
 
   onNew = function (self)
36
 
              self.velocity.y = 0
37
 
              self.maxVelocity.y = 400
38
 
           end,
39
 
   doPhysics = function (self, dir, elapsed)
40
 
                  local vel = self.velocity
41
 
                  local acc = self.acceleration
42
 
                  local drag = self.drag
43
 
                  local minVel = self.minVelocity
44
 
                  local maxVel = self.maxVelocity
45
 
 
46
 
                  -- check existence of properties
47
 
 
48
 
                  if STRICT then
49
 
                     assert(vel, 'active sprite has no velocity property')
50
 
                     assert(acc, 'active sprite has no acceleration property')
51
 
                     assert(drag, 'active sprite has no drag property')
52
 
                     assert(minVel, 'active sprite has no minVelocity property')
53
 
                     assert(maxVel, 'active sprite has no maxVelocity property')
54
 
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
55
 
                  end
56
 
 
57
 
                  vel.x = vel.x or 0
58
 
                  vel.y = vel.y or 0
59
 
                  vel.rotation = vel.rotation or 0
60
 
 
61
 
                  -- physics
62
 
 
63
 
                  if acc[dir] and acc[dir] ~= 0 then
64
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
65
 
                  else
66
 
                     if drag[dir] then
67
 
                        if vel[dir] > 0 then
68
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
69
 
                           if vel[dir] < 0 then vel[dir] = 0 end
70
 
                        elseif vel[dir] < 0 then
71
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
72
 
                           if vel[dir] > 0 then vel[dir] = 0 end
73
 
                        end
74
 
                     end
75
 
                  end
76
 
 
77
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
78
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
79
 
 
80
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
81
 
 
82
 
                  if self[dir] < 0 then self[dir] = 0 end
83
 
                  local edge = the.view.map[util.dim(dir)] -
84
 
                               the.player[util.dim(dir)]
85
 
                  -- TODO: take map position into account
86
 
                  if self[dir] > edge then self[dir] = edge end
87
 
               end,
88
 
   onStartFrame = function (self)
89
 
                     -- this is all in startframe so it happens before
90
 
                     -- physics calc at beginning of update
91
 
 
92
 
                     -- jumping/falling updates could go in EndFrame...
93
 
                     self.falling = self.velocity.y > 0
94
 
                     if self.falling then self.jumping = false end
95
 
                     --print(self.jumping, self.falling)
96
 
 
97
 
                     if (not self.onGround) and (not self.onWall) then
98
 
                        self:play('jump')
99
 
                     end
100
 
 
101
 
                     self.acceleration.y = 800
102
 
 
103
 
                     if self.onWall then
104
 
                        self.acceleration.y = 0
105
 
 
106
 
                        if self.onWall == 'right' then
107
 
                           self:play('climbRight')
108
 
                        elseif self.onWall == 'left' then
109
 
                           self:play('climbLeft')
110
 
                        end
111
 
 
112
 
                        if the.keys:pressed('up') then
113
 
                           self.velocity.y = -200
114
 
                        elseif the.keys:pressed('down') then
115
 
                           self.velocity.y = 200
116
 
                        else
117
 
                           self.velocity.y = 0
118
 
                           self:freeze(self.sequences[self.currentName].frames[1])
119
 
                        end
120
 
                     end
121
 
 
122
 
                     if the.keys:pressed('left') then
123
 
                        self.velocity.x = -200
124
 
                        if self.onGround then self:play('walk') end
125
 
                        if self.onWall == 'right' then
126
 
                           self.onWall = false
127
 
                           self.leftWallAt = love.timer.getTime()
128
 
                        end
129
 
                     elseif the.keys:pressed('right') then
130
 
                        self.velocity.x = 200
131
 
                        if self.onGround then self:play('walk') end
132
 
                        if self.onWall == 'left' then
133
 
                           self.onWall = false
134
 
                           self.leftWallAt = love.timer.getTime()
135
 
                        end
136
 
                     else
137
 
                        if not self.onWall then
138
 
                           if self.onGround then self:play('stand') end
139
 
                           self.velocity.x = 0
140
 
                        end
141
 
                     end
142
 
 
143
 
                     if the.keys:justPressed('up') and
144
 
                      (self.onGround or the.console.visible or
145
 
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
146
 
                        self.velocity.y = -400
147
 
                        self.jumping = true
148
 
                     end
149
 
                  end,
150
 
   update = function (self, elapsed)
151
 
               -- NOTE: this is an override, not a callback
152
 
 
153
 
               self:doPhysics('x', elapsed)
154
 
               self:collide(the.view.map)
155
 
 
156
 
               -- handle X collisions
157
 
               self.onWall = false
158
 
               for _, col in ipairs(self.collisions) do
159
 
                  col.other:displaceDir(self, 'x')
160
 
                  if self.velocity.x > 0 then
161
 
                     self.onWall = 'right'
162
 
                  elseif self.velocity.x < 0 then
163
 
                     self.onWall = 'left'
164
 
                  else
165
 
                     print 'x ??'
166
 
                  end
167
 
               end
168
 
 
169
 
               self.onGround = false -- right before Y collision callbacks
170
 
               self:doPhysics('y', elapsed)
171
 
               self:collide(the.view.map)
172
 
 
173
 
               -- handle Y collisions
174
 
               for _, col in ipairs(self.collisions) do
175
 
                  if self.velocity.y > 0 then
176
 
                     self.onGround = true
177
 
                  end
178
 
 
179
 
                  col.other:displaceDir(self, 'y')
180
 
                  self.velocity.y = 0
181
 
                  self.jumping = false
182
 
               end
183
 
 
184
 
               Animation.update(self, elapsed)
185
 
            end,
186
 
   collide = function (self, ...)
187
 
                self.collisions = {}
188
 
                Animation.collide(self, ...)
189
 
                -- I could return a true/false value here if I wanted to...
190
 
             end,
191
 
   onCollide = function (self, other, xOverlap, yOverlap)
192
 
                  if other == the.view.map then return end
193
 
 
194
 
                  table.insert(self.collisions, {other = other,
195
 
                                                 xOverlap = xOverlap,
196
 
                                                 yOverlap = yOverlap })
197
 
               end
198
 
}
199
 
 
200
 
function Sprite:displaceDir(other, dir)
201
 
   if not self.solid or self == other or not other.solid then return end
202
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
203
 
 
204
 
   if other.sprites then
205
 
      -- handle groups
206
 
 
207
 
      for _, spr in pairs(other.sprites) do
208
 
         self:displace(spr, dir)
209
 
      end
210
 
   else
211
 
      -- handle sprites
212
 
      local dim = util.dim(dir)
213
 
 
214
 
      local negMove = (other[dir] - self[dir]) + other[dim]
215
 
      local posMove = (self[dir] + self[dim]) - other[dir]
216
 
 
217
 
      -- TODO: re-add hinting?
218
 
      if negMove < posMove then
219
 
         chg = - negMove
220
 
      else
221
 
         chg = posMove
222
 
      end
223
 
   end
224
 
 
225
 
   other[dir] = other[dir] + chg
226
 
end
 
20
         if STRICT then error('dir '..dir) end
 
21
      end
 
22
   end
 
23
}
227
24
 
228
25
GameView = View:extend {
229
26
   onNew = function (self)
230
27
              self:loadLayers('data/map.lua')
231
28
              self.focus = the.player
232
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
233
42
           end,
234
43
   onUpdate = function (self)
 
44
                 --print('drawTook: ', the.drawTook)
235
45
                 --print('tick')
236
46
                 --the.player:collide(self.map)
237
47
                 --self.map:collide(the.player)
238
 
              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
239
54
}
240
55
 
241
56
the.app = App:new {
 
57
   record = true,
242
58
   onRun = function (self)
243
59
              self.view = GameView:new()
244
 
              self.console:watch('onGround', 'the.player.onGround')
245
 
              self.console:watch('onWall', 'the.player.onWall')
246
 
              self.console:watch('updateTook', 'the.updateTook')
247
 
              self.console:watch('drawTook', 'the.drawTook')
 
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
248
67
 
249
68
              --the.profiler = newProfiler('time', 2000)
250
69
              --the.profiler = newProfiler()
260
78
                       outfile:close()
261
79
                    end
262
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
 
263
93
                    self.quit()
264
94
                 end
265
95
              end,
271
101
               end
272
102
            end
273
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'