/zoeplat

To get this branch, use:
bzr branch http://9ix.org/bzr/zoeplat

« back to all changes in this revision

Viewing changes to main.lua

  • Committer: Josh C
  • Date: 2013-04-22 20:42:06 UTC
  • Revision ID: josh@9ix.org-20130422204206-of4wo7sulpkp0pft
stop build from dropping backup files EVERYWHERE

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
_ = require 'underscore'
 
5
__ = require 'underscore'
6
6
--inspect = require 'inspect'
7
 
 
8
 
Player = Animation:extend {
9
 
   image = 'data/player.png',
10
 
   height = 32,
11
 
   width = 32,
12
 
   sequences = {
13
 
      stand = { frames = { 1 }, fps = 1 },
14
 
      walk = { frames = { 2, 3 }, fps = 5 },
15
 
      jump = { frames = { 4 }, fps = 1 }
16
 
   },
17
 
   onNew = function (self)
18
 
              self.velocity.y = 0
19
 
              self.maxVelocity.y = 400
20
 
           end,
21
 
   doPhysics = function (self, dir, elapsed)
22
 
                  local vel = self.velocity
23
 
                  local acc = self.acceleration
24
 
                  local drag = self.drag
25
 
                  local minVel = self.minVelocity
26
 
                  local maxVel = self.maxVelocity
27
 
 
28
 
                  -- check existence of properties
29
 
 
30
 
                  if STRICT then
31
 
                     assert(vel, 'active sprite has no velocity property')
32
 
                     assert(acc, 'active sprite has no acceleration property')
33
 
                     assert(drag, 'active sprite has no drag property')
34
 
                     assert(minVel, 'active sprite has no minVelocity property')
35
 
                     assert(maxVel, 'active sprite has no maxVelocity property')
36
 
                     assert(_.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
37
 
                  end
38
 
 
39
 
                  vel.x = vel.x or 0
40
 
                  vel.y = vel.y or 0
41
 
                  vel.rotation = vel.rotation or 0
42
 
 
43
 
                  -- physics
44
 
 
45
 
                  if acc[dir] and acc[dir] ~= 0 then
46
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
47
 
                  else
48
 
                     if drag[dir] then
49
 
                        if vel[dir] > 0 then
50
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
51
 
                           if vel[dir] < 0 then vel[dir] = 0 end
52
 
                        elseif vel[dir] < 0 then
53
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
54
 
                           if vel[dir] > 0 then vel[dir] = 0 end
55
 
                        end
56
 
                     end
57
 
                  end
58
 
 
59
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
60
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
61
 
 
62
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
63
 
               end,
64
 
   onStartFrame = function (self)
65
 
                     -- this is all in startframe so it happens before
66
 
                     -- physics calc at beginning of update
67
 
 
68
 
                     -- jumping/falling updates could go in EndFrame...
69
 
                     self.falling = self.velocity.y > 0
70
 
                     if self.falling then self.jumping = false end
71
 
                     --print(self.jumping, self.falling)
72
 
 
73
 
                     if not self.onGround then
74
 
                        self:play('jump')
75
 
                     end
76
 
 
77
 
                     self.velocity.x = 0
78
 
                     self.acceleration.y = 800
79
 
 
80
 
                     if the.keys:pressed('left') then
81
 
                        self.velocity.x = -200
82
 
                        if self.onGround then self:play('walk') end
83
 
                     elseif the.keys:pressed('right') then
84
 
                        self.velocity.x = 200
85
 
                        if self.onGround then self:play('walk') end
86
 
                     else
87
 
                        if self.onGround then self:play('stand') end
88
 
                     end
89
 
 
90
 
                     if the.keys:justPressed('up') and self.onGround then
91
 
                        self.velocity.y = -400
92
 
                        self.jumping = true
93
 
                     end
94
 
                  end,
95
 
   update = function (self, elapsed)
96
 
               -- NOTE: this is an override, not a callback
97
 
 
98
 
               self:doPhysics('x', elapsed)
99
 
 
100
 
               self.onGround = false -- right before Y collision callbacks
101
 
               self:doPhysics('y', elapsed)
102
 
 
103
 
               self:collide(the.view.map)
104
 
 
105
 
               Animation.update(self, elapsed)
106
 
            end,
107
 
   onCollide = function (self, other, xOverlap, yOverlap)
108
 
                  -- seriously, why does this even fire?
109
 
                  if other == the.view.map then return end
110
 
 
111
 
                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
112
 
                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
113
 
 
114
 
                  -- assumption: any other collision is with a solid map tile
115
 
                  if yOverlap > xOverlap then
116
 
                     other:displace(self)
117
 
 
118
 
                     if self.velocity.x > 0 then
119
 
                        self.onWall = 'right'
120
 
                     elseif self.velocity.x < 0 then
121
 
                        self.onWall = 'left'
122
 
                     else
123
 
                        print 'x ??'
124
 
                     end
125
 
                  elseif xOverlap > yOverlap then
126
 
                     -- check if we've moved since collisions were generated
127
 
                     local xov, yov = self:overlap(other.x, other.y,
128
 
                                                   other.width, other.height)
129
 
                     if xov ~= 0 and yov ~= 0 then
130
 
                        --print('y collision')
131
 
                        if self.velocity.y > 0 then
132
 
                           self.onGround = true
133
 
                        end
134
 
 
135
 
                        self.velocity.y = 0
136
 
                        other:displace(self)
137
 
                        self.jumping = false
138
 
                     end
139
 
                  else
140
 
                     print('xy ??')
141
 
                  end
142
 
 
143
 
               end,
 
7
require 'pepperprof'
 
8
require 'getopt_alt'
 
9
 
 
10
require 'sprite'
 
11
require 'animation'
 
12
require 'player'
 
13
require 'balloon'
 
14
require 'version'
 
15
 
 
16
util = {
 
17
   dim = function(dir)
 
18
      if dir == 'x' then
 
19
         return 'width'
 
20
      elseif dir == 'y' then
 
21
         return 'height'
 
22
      else
 
23
         if STRICT then error('dir '..dir) end
 
24
      end
 
25
   end
144
26
}
145
27
 
146
28
GameView = View:extend {
148
30
              self:loadLayers('data/map.lua')
149
31
              self.focus = the.player
150
32
              self:clampTo(self.map)
 
33
 
 
34
              the.recorder = Recorder:new{mousePosInterval = 9999}
 
35
              the.app.meta:add(the.recorder)
 
36
              if the.app.record then
 
37
                 the.recorder:startRecording()
 
38
              elseif the.app.playback then
 
39
                 local storage = Storage:new{filename = 'record.lua'}
 
40
                 storage:load()
 
41
                 --print(inspect(storage.data))
 
42
                 the.recorder.record = storage.data
 
43
                 the.recorder:startPlaying()
 
44
              end
151
45
           end,
152
46
   onUpdate = function (self)
 
47
                 --print('drawTook: ', the.drawTook)
153
48
                 --print('tick')
154
49
                 --the.player:collide(self.map)
155
50
                 --self.map:collide(the.player)
 
51
              end,
 
52
   -- draw = function (self, x, y)
 
53
   --           View.draw(self, x, y)
 
54
 
 
55
   --           love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
 
56
   --        end
 
57
}
 
58
 
 
59
MenuScreen = View:extend {
 
60
   --title = Text:new{text = "Test Platform Game", font = 48, wordWrap = false},
 
61
   title = Tile:new{image = 'data/title.png', x = 0, y = 0},
 
62
   onNew = function(self)
 
63
              self:add(self.title)
 
64
              --self.title:centerAround(400, 200)
 
65
           end,
 
66
   onUpdate = function(self, elapsed)
 
67
                 if the.keys:allJustPressed() then
 
68
                    the.app.view = GameView:new()
 
69
                 end
156
70
              end
157
71
}
158
72
 
159
73
the.app = App:new {
 
74
   record = true,
160
75
   onRun = function (self)
161
 
              self.view = GameView:new()
162
 
              --print(inspect(_(the.app):keys()))
163
 
              self.console:watch('onGround', 'the.player.onGround')
164
 
              self.console:watch('onWall', 'the.player.onWall')
 
76
              self.view = MenuScreen:new()
 
77
              if DEBUG then
 
78
                 self.console:watch('VERSION', 'VERSION')
 
79
                 self.console:watch('onGround', 'the.player.onGround')
 
80
                 self.console:watch('onWall', 'the.player.onWall')
 
81
                 self.console:watch('updateTook', 'the.updateTook')
 
82
                 self.console:watch('drawTook', 'the.drawTook')
 
83
                 self.console:watch('recorder state', 'the.recorder.state')
 
84
              end
 
85
 
 
86
              --the.profiler = newProfiler('time', 2000)
 
87
              --the.profiler = newProfiler()
 
88
              --the.profiler:start()
165
89
           end,
166
90
   onUpdate = function (self, dt)
167
 
                 if the.keys:justPressed('escape') and 
168
 
                   not self.console.visible then
 
91
                 if the.keys:justPressed('escape') then
 
92
                    if the.profiler then
 
93
                       the.profiler:stop()
 
94
                       local outfile = io.open( "profile.txt", "w+" )
 
95
                       the.profiler:report( outfile )
 
96
                       outfile:close()
 
97
                    end
 
98
 
 
99
                    if self.record and the.recorder then
 
100
                       if not love.filesystem.remove('record.lua') then
 
101
                          print('could not remove record.lua')
 
102
                       end
 
103
                       local storage = Storage:new{
 
104
                          data = the.recorder.record,
 
105
                          filename = 'record.lua'
 
106
                       }
 
107
                       storage:save(false)
 
108
                       --print(inspect(the.recorder.record))
 
109
                    end
 
110
 
169
111
                    self.quit()
170
112
                 end
171
 
              end
172
 
}
 
 
b'\\ No newline at end of file'
 
113
              end,
 
114
   update = function (self, dt)
 
115
               the.updateStart = love.timer.getMicroTime()
 
116
               App.update(self, dt)
 
117
               if the.updateStart then
 
118
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
 
119
               end
 
120
            end
 
121
}
 
122
 
 
123
function love.load (arg)
 
124
   opts = getopt(arg, '')
 
125
   if opts['p'] then
 
126
      the.app.playback = true
 
127
      the.app.record = false
 
128
   elseif opts['r'] then
 
129
      the.app.record = true
 
130
   end
 
131
 
 
132
   the.app:run()
 
133
end
 
 
b'\\ No newline at end of file'