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