5
__ = require 'underscore'
6
--inspect = require 'inspect'
14
elseif dir == 'y' then
17
if STRICT then error('dir '..dir) end
22
Player = Animation:extend {
23
9
image = 'data/player.png',
27
stand = { frames = { 1 }, fps = 1 },
28
walk = { frames = { 2, 3 }, fps = 5 },
29
jump = { frames = { 4 }, fps = 1 },
30
climbLeft = { frames = { 5, 6 }, fps = 5 },
31
climbRight = { frames = { 7, 8 }, fps = 5 }
36
10
onNew = function (self)
37
11
self.velocity.y = 0
38
self.maxVelocity.y = 400
40
doPhysics = function (self, dir, elapsed)
41
local vel = self.velocity
42
local acc = self.acceleration
43
local drag = self.drag
44
local minVel = self.minVelocity
45
local maxVel = self.maxVelocity
47
-- check existence of properties
50
assert(vel, 'active sprite has no velocity property')
51
assert(acc, 'active sprite has no acceleration property')
52
assert(drag, 'active sprite has no drag property')
53
assert(minVel, 'active sprite has no minVelocity property')
54
assert(maxVel, 'active sprite has no maxVelocity property')
55
assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
60
vel.rotation = vel.rotation or 0
64
if acc[dir] and acc[dir] ~= 0 then
65
vel[dir] = vel[dir] + acc[dir] * elapsed
69
vel[dir] = vel[dir] - drag[dir] * elapsed
70
if vel[dir] < 0 then vel[dir] = 0 end
71
elseif vel[dir] < 0 then
72
vel[dir] = vel[dir] + drag[dir] * elapsed
73
if vel[dir] > 0 then vel[dir] = 0 end
78
if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
79
if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
81
-- ugly hack for falling through floor on really slow frames
82
if math.abs(vel[dir] * elapsed) > 32 then
87
if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
89
if self[dir] < 0 then self[dir] = 0 end
90
local edge = the.view.map[util.dim(dir)] -
91
the.player[util.dim(dir)]
92
-- TODO: take map position into account
93
if self[dir] > edge then self[dir] = edge end
95
13
onStartFrame = function (self)
96
14
-- this is all in startframe so it happens before
97
15
-- physics calc at beginning of update
99
-- jumping/falling updates could go in EndFrame...
100
self.falling = self.velocity.y > 0
101
if self.falling then self.jumping = false end
102
--print(self.jumping, self.falling)
104
if (not self.onGround) and (not self.onWall) then
108
self.acceleration.y = 800
111
self.acceleration.y = 0
113
if self.onWall == 'right' then
114
self:play('climbRight')
115
elseif self.onWall == 'left' then
116
self:play('climbLeft')
119
if the.keys:pressed('up') then
120
self.velocity.y = -200
121
elseif the.keys:pressed('down') then
122
self.velocity.y = 200
125
self:freeze(self.sequences[self.currentName].frames[1])
129
if the.keys:pressed('left') then
130
self.velocity.x = -200
131
if self.onGround then self:play('walk') end
132
if self.onWall == 'right' then
134
self.leftWallAt = love.timer.getTime()
136
elseif the.keys:pressed('right') then
137
self.velocity.x = 200
138
if self.onGround then self:play('walk') end
139
if self.onWall == 'left' then
141
self.leftWallAt = love.timer.getTime()
144
if not self.onWall then
145
if self.onGround then self:play('stand') end
150
if the.keys:justPressed('up') and
151
(self.onGround or the.console.visible or
152
(love.timer.getTime() - self.leftWallAt < .1) ) then
153
self.velocity.y = -400
157
update = function (self, elapsed)
158
-- NOTE: this is an override, not a callback
160
self:doPhysics('x', elapsed)
161
self:collide(the.view.map)
163
-- handle X collisions
165
for _, col in ipairs(self.collisions) do
166
col.other:displaceDir(self, 'x')
167
if self.velocity.x > 0 then
168
self.onWall = 'right'
169
elseif self.velocity.x < 0 then
176
self.onGround = false -- right before Y collision callbacks
177
self:doPhysics('y', elapsed)
178
self:collide(the.view.map)
180
-- handle Y collisions
181
for _, col in ipairs(self.collisions) do
182
if self.velocity.y > 0 then
186
col.other:displaceDir(self, 'y')
192
if not self.text then
193
self.text = Text:new{wordWrap = true, width = 50, tint = {0,0,0}}
194
self.textfill = Fill:new{width = 54, border = {0,0,255}}
195
--the.view:add(self.textfill)
196
--the.view:add(self.text)
198
self.text.text = "Blah blah big text etc etc wrapping"
199
self.text:centerAround(self.x+16, self.y+16, 'horizontal')
200
_, texth = self.text:getSize()
201
self.text.y = self.y - texth - 4
202
self.textfill.x = self.text.x - 2
203
self.textfill.y = self.text.y - 2
204
self.textfill.height = texth + 4
206
Animation.update(self, elapsed)
208
collide = function (self, ...)
210
Animation.collide(self, ...)
211
-- I could return a true/false value here if I wanted to...
213
onCollide = function (self, other, xOverlap, yOverlap)
214
if other == the.view.map then return end
216
table.insert(self.collisions, {other = other,
218
yOverlap = yOverlap })
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
23
self.acceleration.y = 800
26
if the.keys:pressed('left') then
27
self.velocity.x = -200
28
elseif the.keys:pressed('right') then
32
if the.keys:justPressed('up') then
33
self.velocity.y = -400
36
onUpdate = function (self)
37
-- this is called after physics, so this makes sense here
38
the.view.map:subdisplace(self)
222
function Sprite:displaceDir(other, dir)
223
if not self.solid or self == other or not other.solid then return end
224
if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
226
if other.sprites then
229
for _, spr in pairs(other.sprites) do
230
self:displace(spr, dir)
234
local dim = util.dim(dir)
236
local negMove = (other[dir] - self[dir]) + other[dim]
237
local posMove = (self[dir] + self[dim]) - other[dir]
239
-- TODO: re-add hinting?
240
if negMove < posMove then
247
other[dir] = other[dir] + chg
250
function Sprite:update (elapsed)
251
if self.onUpdate then self:onUpdate(elapsed) end
254
42
GameView = View:extend {
255
43
onNew = function (self)
256
44
self:loadLayers('data/map.lua')
257
45
self.focus = the.player
258
46
self:clampTo(self.map)
260
the.recorder = Recorder:new{mousePosInterval = 9999}
261
the.app.meta:add(the.recorder)
262
if the.app.record then
263
the.recorder:startRecording()
264
elseif the.app.playback then
265
local storage = Storage:new{filename = 'record.lua'}
267
--print(inspect(storage.data))
268
the.recorder.record = storage.data
269
the.recorder:startPlaying()
272
onUpdate = function (self)
273
--print('drawTook: ', the.drawTook)
275
--the.player:collide(self.map)
276
--self.map:collide(the.player)
278
-- draw = function (self, x, y)
279
-- View.draw(self, x, y)
281
-- love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
285
50
the.app = App:new {
287
51
onRun = function (self)
288
52
self.view = GameView:new()
289
self.console:watch('onGround', 'the.player.onGround')
290
self.console:watch('onWall', 'the.player.onWall')
291
self.console:watch('updateTook', 'the.updateTook')
292
self.console:watch('drawTook', 'the.drawTook')
293
self.console:watch('recorder state', 'the.recorder.state')
295
--the.profiler = newProfiler('time', 2000)
296
--the.profiler = newProfiler()
297
--the.profiler:start()
299
54
onUpdate = function (self, dt)
300
55
if the.keys:justPressed('escape') then
303
local outfile = io.open( "profile.txt", "w+" )
304
the.profiler:report( outfile )
309
if not love.filesystem.remove('record.lua') then
310
print('could not remove record.lua')
312
local storage = Storage:new{
313
data = the.recorder.record,
314
filename = 'record.lua'
317
--print(inspect(the.recorder.record))
323
update = function (self, dt)
324
the.updateStart = love.timer.getMicroTime()
326
if the.updateStart then
327
the.updateTook = love.timer.getMicroTime() - the.updateStart
332
function love.load (arg)
333
opts = getopt(arg, '')
335
the.app.playback = true
336
the.app.record = false
337
elseif opts['r'] then
338
the.app.record = true
b'\\ No newline at end of file'
b'\\ No newline at end of file'