/zoeplat

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  • Committer: Josh C
  • Date: 2013-04-11 01:33:32 UTC
  • Revision ID: josh@9ix.org-20130411013332-7bf1zydct2v4rbyk
zoetrope 1.4 (and revert my sprite changes)

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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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__ = require 'underscore'
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6
--inspect = require 'inspect'
7
 
 
8
 
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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   },
17
 
   onNew = function (self)
18
 
              self.velocity.y = 0
19
 
              self.maxVelocity.y = 400
20
 
           end,
21
 
   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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28
 
                  -- check existence of properties
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30
 
                  if STRICT then
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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')
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                     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')
37
 
                  end
38
 
 
39
 
                  vel.x = vel.x or 0
40
 
                  vel.y = vel.y or 0
41
 
                  vel.rotation = vel.rotation or 0
42
 
 
43
 
                  -- physics
44
 
 
45
 
                  if acc[dir] and acc[dir] ~= 0 then
46
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
47
 
                  else
48
 
                     if drag[dir] then
49
 
                        if vel[dir] > 0 then
50
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
51
 
                           if vel[dir] < 0 then vel[dir] = 0 end
52
 
                        elseif vel[dir] < 0 then
53
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
54
 
                           if vel[dir] > 0 then vel[dir] = 0 end
55
 
                        end
56
 
                     end
57
 
                  end
58
 
 
59
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
60
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
61
 
 
62
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
63
 
               end,
64
 
   onStartFrame = function (self)
65
 
                     -- this is all in startframe so it happens before
66
 
                     -- physics calc at beginning of update
67
 
 
68
 
                     -- jumping/falling updates could go in EndFrame...
69
 
                     self.falling = self.velocity.y > 0
70
 
                     if self.falling then self.jumping = false end
71
 
                     --print(self.jumping, self.falling)
72
 
 
73
 
                     if not self.onGround then
74
 
                        self:play('jump')
75
 
                     end
76
 
 
77
 
                     self.velocity.x = 0
78
 
                     self.acceleration.y = 800
79
 
 
80
 
                     if the.keys:pressed('left') then
81
 
                        self.velocity.x = -200
82
 
                        if self.onGround then self:play('walk') end
83
 
                     elseif the.keys:pressed('right') then
84
 
                        self.velocity.x = 200
85
 
                        if self.onGround then self:play('walk') end
86
 
                     else
87
 
                        if self.onGround then self:play('stand') end
88
 
                     end
89
 
 
90
 
                     if the.keys:justPressed('up') and self.onGround then
91
 
                        self.velocity.y = -400
92
 
                        self.jumping = true
93
 
                     end
94
 
                  end,
95
 
   update = function (self, elapsed)
96
 
               -- NOTE: this is an override, not a callback
97
 
 
98
 
               self:doPhysics('x', elapsed)
99
 
 
100
 
               self.onGround = false -- right before Y collision callbacks
101
 
               self:doPhysics('y', elapsed)
102
 
 
103
 
               self:collide(the.view.map)
104
 
 
105
 
               Animation.update(self, elapsed)
106
 
            end,
107
 
   onCollide = function (self, other, xOverlap, yOverlap)
108
 
                  -- seriously, why does this even fire?
109
 
                  if other == the.view.map then return end
110
 
 
111
 
                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
112
 
                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
113
 
 
114
 
                  -- assumption: any other collision is with a solid map tile
115
 
                  if yOverlap > xOverlap then
116
 
                     other:displace(self)
117
 
 
118
 
                     if self.velocity.x > 0 then
119
 
                        self.onWall = 'right'
120
 
                     elseif self.velocity.x < 0 then
121
 
                        self.onWall = 'left'
122
 
                     else
123
 
                        print 'x ??'
124
 
                     end
125
 
                  elseif xOverlap > yOverlap then
126
 
                     -- check if we've moved since collisions were generated
127
 
                     local xov, yov = self:overlap(other.x, other.y,
128
 
                                                   other.width, other.height)
129
 
                     if xov ~= 0 and yov ~= 0 then
130
 
                        --print('y collision')
131
 
                        if self.velocity.y > 0 then
132
 
                           self.onGround = true
133
 
                        end
134
 
 
135
 
                        self.velocity.y = 0
136
 
                        other:displace(self)
137
 
                        self.jumping = false
138
 
                     end
139
 
                  else
140
 
                     print('xy ??')
141
 
                  end
142
 
 
143
 
               end,
 
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require 'pepperprof'
 
8
require 'getopt_alt'
 
9
 
 
10
require 'sprite'
 
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require 'player'
 
12
 
 
13
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
 
22
   end
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}
145
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146
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GameView = View:extend {
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              self:loadLayers('data/map.lua')
149
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              self.focus = the.player
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              self:clampTo(self.map)
 
30
 
 
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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()
 
38
                 --print(inspect(storage.data))
 
39
                 the.recorder.record = storage.data
 
40
                 the.recorder:startPlaying()
 
41
              end
151
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           end,
152
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   onUpdate = function (self)
 
44
                 --print('drawTook: ', the.drawTook)
153
45
                 --print('tick')
154
46
                 --the.player:collide(self.map)
155
47
                 --self.map:collide(the.player)
156
 
              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
157
54
}
158
55
 
159
56
the.app = App:new {
 
57
   record = true,
160
58
   onRun = function (self)
161
59
              self.view = GameView:new()
162
 
              --print(inspect(_(the.app):keys()))
163
 
              self.console:watch('onGround', 'the.player.onGround')
164
 
              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()
165
71
           end,
166
72
   onUpdate = function (self, dt)
167
 
                 if the.keys:justPressed('escape') and 
168
 
                   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
 
169
93
                    self.quit()
170
94
                 end
171
 
              end
172
 
}
 
 
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'