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Viewing changes to zoetrope/core/sprite.lua

  • 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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Lines of Context:
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-- Extends:
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--              <Class>
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--
 
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-- Event: onDraw
 
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-- Called after drawing takes place.
 
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--
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-- Event: onUpdate
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-- Called once each frame, with the elapsed time since the last frame in seconds.
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--
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        end,
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        -- Method: collide
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        -- Checks whether this sprite collides with other <Sprite>s ad <Group>s. If a collision is detected,
 
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        -- Checks whether sprites collide by checking rectangles. If a collision is detected,
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        -- onCollide() is called on both this sprite and the one it collides with, passing
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        -- the amount of horizontal and vertical overlap between the sprites in pixels.
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        --
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        -- Arguments:
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        --              ... - any number of <Sprite>s or <Group>s to collide with.
 
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        --              other - <Sprite> or <Group> to collide
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        --
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        -- Returns:
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        --              nothing
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        collide = function (self, ...)
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                Collision:check(self, ...)
 
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        --              boolean, whether any collision was detected
 
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        collide = function (self, other)
 
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                if not self.solid or not other.solid or self == other then return false end
 
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                if other.sprites then
 
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                        return other:collide(self)
 
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                else
 
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                        local xOverlap, yOverlap = self:overlap(other.x, other.y, other.width, other.height)
 
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                        if xOverlap ~= 0 or yOverlap ~= 0 then  
 
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                                if self.onCollide then
 
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                                        self:onCollide(other, xOverlap, yOverlap)
 
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                                end
 
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                                if other.onCollide then
 
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                                        other:onCollide(self, xOverlap, yOverlap)
 
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                                end
 
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                                return true
 
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                        end
 
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                end
 
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                return false
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        end,
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        -- Method: displace
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                if self.onStartFrame then self:onStartFrame(elapsed) end
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        end,
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        doPhysics = function (self, elapsed)
 
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        update = function (self, 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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                -- physics
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                if vel.x ~= 0 then self.x = self.x + vel.x * elapsed end
 
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                if vel.y ~= 0 then self.y = self.y + vel.y * elapsed end
 
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                if vel.rotation ~= 0 then self.rotation = self.rotation + vel.rotation * elapsed end
 
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                if acc.x and acc.x ~= 0 then
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                        vel.x = vel.x + acc.x * elapsed
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                else
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                if maxVel.y and vel.y > maxVel.y then vel.y = maxVel.y end
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                if minVel.rotation and vel.rotation < minVel.rotation then vel.rotation = minVel.rotation end
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                if maxVel.rotation and vel.rotation > maxVel.rotation then vel.rotation = maxVel.rotation end
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                if vel.x ~= 0 then self.x = self.x + vel.x * elapsed end
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                if vel.y ~= 0 then self.y = self.y + vel.y * elapsed end
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                if vel.rotation ~= 0 then self.rotation = self.rotation + vel.rotation * elapsed end
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        end,
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        update = function (self, elapsed)
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                    self:doPhysics(elapsed)
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                    if self.onUpdate then self:onUpdate(elapsed) end
 
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                if self.onUpdate then self:onUpdate(elapsed) end
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        end,
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        endFrame = function (self, elapsed)
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        end,
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        draw = function (self, x, y)
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                -- subclasses do interesting things here
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        end,
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        collidedWith = function (self, other, xOverlap, yOverlap)
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                if self.onCollide then self:onCollide(other, xOverlap, yOverlap) end
 
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                if self.onDraw then self:onDraw(x, y) end
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        end
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}