23
Player = Animation:extend {
24
image = 'data/player.png',
28
stand = { frames = { 1 }, fps = 1 },
29
walk = { frames = { 2, 3 }, fps = 5 },
30
jump = { frames = { 4 }, fps = 1 },
31
climbLeft = { frames = { 5, 6 }, fps = 5 },
32
climbRight = { frames = { 7, 8 }, fps = 5 }
37
onNew = function (self)
39
self.maxVelocity.y = 400
41
doPhysics = function (self, dir, elapsed)
42
local vel = self.velocity
43
local acc = self.acceleration
44
local drag = self.drag
45
local minVel = self.minVelocity
46
local maxVel = self.maxVelocity
48
-- check existence of properties
51
assert(vel, 'active sprite has no velocity property')
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assert(acc, 'active sprite has no acceleration property')
53
assert(drag, 'active sprite has no drag property')
54
assert(minVel, 'active sprite has no minVelocity property')
55
assert(maxVel, 'active sprite has no maxVelocity property')
56
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
61
vel.rotation = vel.rotation or 0
65
if acc[dir] and acc[dir] ~= 0 then
66
vel[dir] = vel[dir] + acc[dir] * elapsed
70
vel[dir] = vel[dir] - drag[dir] * elapsed
71
if vel[dir] < 0 then vel[dir] = 0 end
72
elseif vel[dir] < 0 then
73
vel[dir] = vel[dir] + drag[dir] * elapsed
74
if vel[dir] > 0 then vel[dir] = 0 end
79
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
80
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
82
-- ugly hack for falling through floor on really slow frames
83
if math.abs(vel[dir] * elapsed) > 32 then
88
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
90
if self[dir] < 0 then self[dir] = 0 end
91
local edge = the.view.map[util.dim(dir)] -
92
the.player[util.dim(dir)]
93
-- TODO: take map position into account
94
if self[dir] > edge then self[dir] = edge end
96
onStartFrame = function (self)
97
-- this is all in startframe so it happens before
98
-- physics calc at beginning of update
100
-- jumping/falling updates could go in EndFrame...
101
self.falling = self.velocity.y > 0
102
if self.falling then self.jumping = false end
103
--print(self.jumping, self.falling)
105
if (not self.onGround) and (not self.onWall) then
109
self.acceleration.y = 800
112
self.acceleration.y = 0
114
if self.onWall == 'right' then
115
self:play('climbRight')
116
elseif self.onWall == 'left' then
117
self:play('climbLeft')
120
if the.keys:pressed('up') then
121
self.velocity.y = -200
122
elseif the.keys:pressed('down') then
123
self.velocity.y = 200
126
self:freeze(self.sequences[self.currentName].frames[1])
130
if the.keys:pressed('left') then
131
self.velocity.x = -200
132
if self.onGround then self:play('walk') end
133
if self.onWall == 'right' then
135
self.leftWallAt = love.timer.getTime()
137
elseif the.keys:pressed('right') then
138
self.velocity.x = 200
139
if self.onGround then self:play('walk') end
140
if self.onWall == 'left' then
142
self.leftWallAt = love.timer.getTime()
145
if not self.onWall then
146
if self.onGround then self:play('stand') end
151
if the.keys:justPressed('up') and
152
(self.onGround or the.console.visible or
153
(love.timer.getTime() - self.leftWallAt < .1) ) then
154
self.velocity.y = -400
158
update = function (self, elapsed)
159
-- NOTE: this is an override, not a callback
161
self:doPhysics('x', elapsed)
162
self:collide(the.view.map)
164
-- handle X collisions
166
for _, col in ipairs(self.collisions) do
167
col.other:displaceDir(self, 'x')
168
if self.velocity.x > 0 then
169
self.onWall = 'right'
170
elseif self.velocity.x < 0 then
177
self.onGround = false -- right before Y collision callbacks
178
self:doPhysics('y', elapsed)
179
self:collide(the.view.map)
181
-- handle Y collisions
182
for _, col in ipairs(self.collisions) do
183
if self.velocity.y > 0 then
187
col.other:displaceDir(self, 'y')
193
if not self.text then
194
self.text = Text:new{wordWrap = true, width = 50, tint = {0,0,0}}
195
self.textfill = Fill:new{width = 54, border = {0,0,255}}
196
--the.view:add(self.textfill)
197
--the.view:add(self.text)
199
self.text.text = "Blah blah big text etc etc wrapping"
200
self.text:centerAround(self.x+16, self.y+16, 'horizontal')
201
_, texth = self.text:getSize()
202
self.text.y = self.y - texth - 4
203
self.textfill.x = self.text.x - 2
204
self.textfill.y = self.text.y - 2
205
self.textfill.height = texth + 4
207
Animation.update(self, elapsed)
209
collide = function (self, ...)
211
Animation.collide(self, ...)
212
-- I could return a true/false value here if I wanted to...
214
onCollide = function (self, other, xOverlap, yOverlap)
215
if other == the.view.map then return end
217
table.insert(self.collisions, {other = other,
219
yOverlap = yOverlap })
223
function Sprite:displaceDir(other, dir)
224
if not self.solid or self == other or not other.solid then return end
225
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
227
if other.sprites then
230
for _, spr in pairs(other.sprites) do
231
self:displace(spr, dir)
235
local dim = util.dim(dir)
237
local negMove = (other[dir] - self[dir]) + other[dim]
238
local posMove = (self[dir] + self[dim]) - other[dir]
240
-- TODO: re-add hinting?
241
if negMove < posMove then
248
other[dir] = other[dir] + chg
251
function Sprite:update (elapsed)
252
if self.onUpdate then self:onUpdate(elapsed) end
255
27
GameView = View:extend {
256
28
onNew = function (self)
257
29
self:loadLayers('data/map.lua')