/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'
5
 
__ = require 'underscore'
6
 
--inspect = require 'inspect'
7
 
require 'pepperprof'
8
 
 
9
 
Player = Animation:extend {
 
5
 
 
6
TERM_VEL = 400
 
7
 
 
8
Player = Tile:extend {
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   image = 'data/player.png',
11
 
   height = 32,
12
 
   width = 32,
13
 
   sequences = {
14
 
      stand = { frames = { 1 }, fps = 1 },
15
 
      walk = { frames = { 2, 3 }, fps = 5 },
16
 
      jump = { frames = { 4 }, fps = 1 },
17
 
      climbLeft = { frames = { 5, 6 }, fps = 5 },
18
 
      climbRight = { frames = { 7, 8 }, fps = 5 }
19
 
   },
20
 
   collisions = {},
21
 
   onWall = false,
22
 
   leftWallAt = 0,
23
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   onNew = function (self)
24
11
              self.velocity.y = 0
25
 
              self.maxVelocity.y = 400
26
12
           end,
27
 
   doPhysics = function (self, dir, elapsed)
28
 
                  local vel = self.velocity
29
 
                  local acc = self.acceleration
30
 
                  local drag = self.drag
31
 
                  local minVel = self.minVelocity
32
 
                  local maxVel = self.maxVelocity
33
 
 
34
 
                  -- check existence of properties
35
 
 
36
 
                  if STRICT then
37
 
                     assert(vel, 'active sprite has no velocity property')
38
 
                     assert(acc, 'active sprite has no acceleration property')
39
 
                     assert(drag, 'active sprite has no drag property')
40
 
                     assert(minVel, 'active sprite has no minVelocity property')
41
 
                     assert(maxVel, 'active sprite has no maxVelocity property')
42
 
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
43
 
                  end
44
 
 
45
 
                  vel.x = vel.x or 0
46
 
                  vel.y = vel.y or 0
47
 
                  vel.rotation = vel.rotation or 0
48
 
 
49
 
                  -- physics
50
 
 
51
 
                  if acc[dir] and acc[dir] ~= 0 then
52
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
53
 
                  else
54
 
                     if drag[dir] then
55
 
                        if vel[dir] > 0 then
56
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
57
 
                           if vel[dir] < 0 then vel[dir] = 0 end
58
 
                        elseif vel[dir] < 0 then
59
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
60
 
                           if vel[dir] > 0 then vel[dir] = 0 end
61
 
                        end
62
 
                     end
63
 
                  end
64
 
 
65
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
66
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
67
 
 
68
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
69
 
               end,
70
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   onStartFrame = function (self)
71
14
                     -- this is all in startframe so it happens before
72
15
                     -- physics calc at beginning of update
73
16
 
74
 
                     -- jumping/falling updates could go in EndFrame...
75
 
                     self.falling = self.velocity.y > 0
76
 
                     if self.falling then self.jumping = false end
77
 
                     --print(self.jumping, self.falling)
78
 
 
79
 
                     if (not self.onGround) and (not self.onWall) then
80
 
                        self:play('jump')
81
 
                     end
82
 
 
83
 
                     self.acceleration.y = 800
84
 
 
85
 
                     if self.onWall then
86
 
                        self.acceleration.y = 0
87
 
 
88
 
                        if self.onWall == 'right' then
89
 
                           self:play('climbRight')
90
 
                        elseif self.onWall == 'left' then
91
 
                           self:play('climbLeft')
92
 
                        end
93
 
 
94
 
                        if the.keys:pressed('up') then
95
 
                           self.velocity.y = -200
96
 
                        elseif the.keys:pressed('down') then
97
 
                           self.velocity.y = 200
98
 
                        else
99
 
                           self.velocity.y = 0
100
 
                           self:freeze(self.sequences[self.currentName].frames[1])
101
 
                        end
102
 
                     end
103
 
 
104
 
                     if the.keys:pressed('left') then
105
 
                        self.velocity.x = -200
106
 
                        if self.onGround then self:play('walk') end
107
 
                        if self.onWall == 'right' then
108
 
                           self.onWall = false
109
 
                           self.leftWallAt = love.timer.getTime()
110
 
                        end
111
 
                     elseif the.keys:pressed('right') then
112
 
                        self.velocity.x = 200
113
 
                        if self.onGround then self:play('walk') end
114
 
                        if self.onWall == 'left' then
115
 
                           self.onWall = false
116
 
                           self.leftWallAt = love.timer.getTime()
117
 
                        end
118
 
                     else
119
 
                        if not self.onWall then
120
 
                           if self.onGround then self:play('stand') end
121
 
                           self.velocity.x = 0
122
 
                        end
123
 
                     end
124
 
 
125
 
                     if the.keys:justPressed('up') and
126
 
                      (self.onGround or the.console.visible or
127
 
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
128
 
                        self.velocity.y = -400
129
 
                        self.jumping = true
130
 
                     end
131
 
                  end,
132
 
   update = function (self, elapsed)
133
 
               -- NOTE: this is an override, not a callback
134
 
 
135
 
               self:doPhysics('x', elapsed)
136
 
               self:collide(the.view.map)
137
 
 
138
 
               -- handle X collisions
139
 
               self.onWall = false
140
 
               for _, col in ipairs(self.collisions) do
141
 
                  col.other:displaceDir(self, 'x')
142
 
                  if self.velocity.x > 0 then
143
 
                     self.onWall = 'right'
144
 
                  elseif self.velocity.x < 0 then
145
 
                     self.onWall = 'left'
146
 
                  else
147
 
                     print 'x ??'
148
 
                  end
149
 
               end
150
 
 
151
 
               self.onGround = false -- right before Y collision callbacks
152
 
               self:doPhysics('y', elapsed)
153
 
               self:collide(the.view.map)
154
 
 
155
 
               -- handle Y collisions
156
 
               for _, col in ipairs(self.collisions) do
157
 
                  if self.velocity.y > 0 then
158
 
                     self.onGround = true
159
 
                  end
160
 
 
161
 
                  col.other:displaceDir(self, 'y')
162
 
                  self.velocity.y = 0
163
 
                  self.jumping = false
164
 
               end
165
 
 
166
 
               Animation.update(self, elapsed)
167
 
            end,
168
 
   collide = function (self, ...)
169
 
                self.collisions = {}
170
 
                Animation.collide(self, ...)
171
 
                -- I could return a true/false value here if I wanted to...
172
 
             end,
173
 
   onCollide = function (self, other, xOverlap, yOverlap)
174
 
                  if other == the.view.map then return end
175
 
 
176
 
                  table.insert(self.collisions, {other = other,
177
 
                                                 xOverlap = xOverlap,
178
 
                                                 yOverlap = yOverlap })
179
 
               end
 
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                 self.velocity.x = 0
 
18
                 -- TODO: this can be replaced with sprite.maxVel.y    
 
19
                 if self.velocity.y >= TERM_VEL then
 
20
                    self.velocity.y = TERM_VEL
 
21
                    self.acceleration.y = 0
 
22
                 else
 
23
                    self.acceleration.y = 800
 
24
                 end
 
25
 
 
26
                 if the.keys:pressed('left') then
 
27
                    self.velocity.x = -200
 
28
                 elseif the.keys:pressed('right') then
 
29
                    self.velocity.x = 200
 
30
                 end
 
31
 
 
32
                 if the.keys:justPressed('up') then
 
33
                    self.velocity.y = -400
 
34
                 end
 
35
              end,
 
36
   onUpdate = function (self)
 
37
                 -- this is called after physics, so this makes sense here
 
38
                 the.view.map:subdisplace(self)
 
39
              end
180
40
}
181
41
 
182
 
function Sprite:displaceDir(other, dir)
183
 
   if not self.solid or self == other or not other.solid then return end
184
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
185
 
 
186
 
   if other.sprites then
187
 
      -- handle groups
188
 
 
189
 
      for _, spr in pairs(other.sprites) do
190
 
         self:displace(spr, dir)
191
 
      end
192
 
   else
193
 
      -- handle sprites
194
 
      local dim
195
 
      if dir == 'x' then
196
 
         dim = 'width'
197
 
      elseif dir == 'y' then
198
 
         dim = 'height'
199
 
      else
200
 
         print 'dir ??'
201
 
      end
202
 
 
203
 
      local negMove = (other[dir] - self[dir]) + other[dim]
204
 
      local posMove = (self[dir] + self[dim]) - other[dir]
205
 
 
206
 
      -- TODO: re-add hinting?
207
 
      if negMove < posMove then
208
 
         chg = - negMove
209
 
      else
210
 
         chg = posMove
211
 
      end
212
 
   end
213
 
 
214
 
   other[dir] = other[dir] + chg
215
 
end
216
 
 
217
42
GameView = View:extend {
218
43
   onNew = function (self)
219
44
              self:loadLayers('data/map.lua')
220
45
              self.focus = the.player
221
46
              self:clampTo(self.map)
222
 
           end,
223
 
   onUpdate = function (self)
224
 
                 --print('tick')
225
 
                 --the.player:collide(self.map)
226
 
                 --self.map:collide(the.player)
227
 
              end
 
47
           end
228
48
}
229
49
 
230
50
the.app = App:new {
231
51
   onRun = function (self)
232
52
              self.view = GameView:new()
233
 
              self.console:watch('onGround', 'the.player.onGround')
234
 
              self.console:watch('onWall', 'the.player.onWall')
235
 
              self.console:watch('updateTook', 'the.updateTook')
236
 
              self.console:watch('drawTook', 'the.drawTook')
237
 
 
238
 
              --the.profiler = newProfiler('time', 2000)
239
 
              --the.profiler = newProfiler()
240
 
              --the.profiler:start()
241
53
           end,
242
54
   onUpdate = function (self, dt)
243
55
                 if the.keys:justPressed('escape') then
244
 
                    if the.profiler then
245
 
                       the.profiler:stop()
246
 
                       local outfile = io.open( "profile.txt", "w+" )
247
 
                       the.profiler:report( outfile )
248
 
                       outfile:close()
249
 
                    end
250
 
 
251
 
                    self.quit()
 
56
                    love.event.quit()
252
57
                 end
253
 
              end,
254
 
   update = function (self, dt)
255
 
               the.updateStart = love.timer.getMicroTime()
256
 
               App.update(self, dt)
257
 
               if the.updateStart then
258
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
259
 
               end
260
 
            end
261
 
}
 
58
              end
 
59
}
 
 
b'\\ No newline at end of file'