/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-05 16:38:21 UTC
  • Revision ID: josh@9ix.org-20130305163821-kw70drafjsh7329k
fix jitter caused by focus shift happening in the wrong order.  Looks 
like this is fixed in: 
https://bitbucket.org/klembot/zoetrope/commits/5e67ba491768caab0da8b9afc9954c072851e143

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DEBUG = true
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require 'zoetrope'
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__ = require 'underscore'
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--inspect = require 'inspect'
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Player = Animation:extend {
 
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TERM_VEL = 400
 
7
 
 
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Player = Tile: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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   },
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   collisions = {},
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   onWall = false,
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   onNew = function (self)
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              self.velocity.y = 0
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              self.maxVelocity.y = 400
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           end,
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   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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30
 
                  -- check existence of properties
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32
 
                  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')
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                  end
40
 
 
41
 
                  vel.x = vel.x or 0
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                  vel.y = vel.y or 0
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                  vel.rotation = vel.rotation or 0
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45
 
                  -- physics
46
 
 
47
 
                  if acc[dir] and acc[dir] ~= 0 then
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                     vel[dir] = vel[dir] + acc[dir] * elapsed
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                  else
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                     if drag[dir] then
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                        if vel[dir] > 0 then
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                           vel[dir] = vel[dir] - drag[dir] * elapsed
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                           if vel[dir] < 0 then vel[dir] = 0 end
54
 
                        elseif vel[dir] < 0 then
55
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
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                           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
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                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
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64
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
65
 
               end,
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   onStartFrame = function (self)
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                     -- this is all in startframe so it happens before
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                     -- physics calc at beginning of update
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70
 
                     -- jumping/falling updates could go in EndFrame...
71
 
                     self.falling = self.velocity.y > 0
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                     if self.falling then self.jumping = false end
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                     --print(self.jumping, self.falling)
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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
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                           self:play('stand')
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                        elseif the.keys:pressed('down') then
88
 
                           self.velocity.y = 200
89
 
                           self:play('stand')
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                        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
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                        if self.onWall == 'right' then self.onWall = false end
100
 
                     elseif the.keys:pressed('right') then
101
 
                        self.velocity.x = 200
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                        if self.onGround then self:play('walk') end
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                        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
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                        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'
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                  elseif self.velocity.x < 0 then
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                     self.onWall = 'left'
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                  else
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                     print 'x ??'
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                  end
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               end
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135
 
               self.onGround = false -- right before Y collision callbacks
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               self:doPhysics('y', elapsed)
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               self:collide(the.view.map)
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139
 
               -- handle Y collisions
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               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
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                  self.jumping = false
148
 
               end
149
 
 
150
 
               Animation.update(self, elapsed)
151
 
            end,
152
 
   collide = function (self, ...)
153
 
                self.collisions = {}
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                Animation.collide(self, ...)
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                -- I could return a true/false value here if I wanted to...
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             end,
157
 
   onCollide = function (self, other, xOverlap, yOverlap)
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                  if other == the.view.map then return end
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160
 
                  table.insert(self.collisions, {other = other,
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                                                 xOverlap = xOverlap,
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                                                 yOverlap = yOverlap })
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               end
 
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                 self.velocity.x = 0
 
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                 -- TODO: this can be replaced with sprite.maxVel.y    
 
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                 if self.velocity.y >= TERM_VEL then
 
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                    self.velocity.y = TERM_VEL
 
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                    self.acceleration.y = 0
 
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                 else
 
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                    self.acceleration.y = 800
 
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                 end
 
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                 if the.keys:pressed('left') then
 
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                    self.velocity.x = -200
 
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                 elseif the.keys:pressed('right') then
 
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                    self.velocity.x = 200
 
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                 end
 
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                 if the.keys:justPressed('up') then
 
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                    self.velocity.y = -400
 
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                 end
 
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              end,
 
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   onUpdate = function (self)
 
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                 -- this is called after physics, so this makes sense here
 
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                 the.view.map:subdisplace(self)
 
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              end
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}
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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
179
 
      if dir == 'x' then
180
 
         dim = 'width'
181
 
      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
195
 
      end
196
 
   end
197
 
 
198
 
   other[dir] = other[dir] + chg
199
 
end
200
 
 
201
42
GameView = View:extend {
202
43
   onNew = function (self)
203
44
              self:loadLayers('data/map.lua')
204
45
              self.focus = the.player
205
46
              self:clampTo(self.map)
206
 
           end,
207
 
   onUpdate = function (self)
208
 
                 --print('tick')
209
 
                 --the.player:collide(self.map)
210
 
                 --self.map:collide(the.player)
211
 
              end
 
47
           end
212
48
}
213
49
 
214
50
the.app = App:new {
215
51
   onRun = function (self)
216
52
              self.view = GameView:new()
217
 
              self.console:watch('onGround', 'the.player.onGround')
218
 
              self.console:watch('onWall', 'the.player.onWall')
219
53
           end,
220
54
   onUpdate = function (self, dt)
221
 
                 if the.keys:justPressed('escape') and 
222
 
                   not self.console.visible then
223
 
                    self.quit()
 
55
                 if the.keys:justPressed('escape') then
 
56
                    love.event.quit()
224
57
                 end
225
58
              end
226
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}
 
 
b'\\ No newline at end of file'