/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: 2013-03-05 16:54:58 UTC
  • Revision ID: josh@9ix.org-20130305165458-1w0u0ojz1wd7f7hu
use built-in maxVelocity system

Show diffs side-by-side

added added

removed removed

Lines of Context:
2
2
DEBUG = true
3
3
 
4
4
require 'zoetrope'
5
 
--inspect = require 'inspect'
6
 
--_ = require 'underscore'
7
5
 
8
 
Player = Animation:extend {
 
6
Player = Tile:extend {
9
7
   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
8
   onNew = function (self)
18
9
              self.velocity.y = 0
19
10
              self.maxVelocity.y = 400
22
13
                     -- this is all in startframe so it happens before
23
14
                     -- physics calc at beginning of update
24
15
 
25
 
                     -- jumping/falling updates could go in EndFrame...
26
 
                     self.falling = self.velocity.y > 0
27
 
                     if self.falling then self.jumping = false end
28
 
                     --print(self.jumping, self.falling)
29
 
 
30
 
                     if not self.onGround then
31
 
                        self:play('jump')
32
 
                     end
33
 
 
34
 
                     self.velocity.x = 0
35
 
                     self.acceleration.y = 800
36
 
 
37
 
                     if the.keys:pressed('left') then
38
 
                        self.velocity.x = -200
39
 
                        if self.onGround then self:play('walk') end
40
 
                     elseif the.keys:pressed('right') then
41
 
                        self.velocity.x = 200
42
 
                        if self.onGround then self:play('walk') end
43
 
                     else
44
 
                        if self.onGround then self:play('stand') end
45
 
                     end
46
 
 
47
 
                     if the.keys:justPressed('up') and self.onGround then
48
 
                        self.velocity.y = -400
49
 
                        self.jumping = true
50
 
                     end
51
 
                  end,
 
16
                 self.velocity.x = 0
 
17
                 self.acceleration.y = 800
 
18
 
 
19
                 if the.keys:pressed('left') then
 
20
                    self.velocity.x = -200
 
21
                 elseif the.keys:pressed('right') then
 
22
                    self.velocity.x = 200
 
23
                 end
 
24
 
 
25
                 if the.keys:justPressed('up') then
 
26
                    self.velocity.y = -400
 
27
                 end
 
28
              end,
52
29
   onUpdate = function (self)
53
 
                 -- needs to happen right before collision
54
 
                 self.onGround = false
55
 
                end,
56
 
   onCollide = function (self, other, xOverlap, yOverlap)
57
 
                  -- seriously, why does this even fire?
58
 
                  if other == the.view.map then return end
59
 
 
60
 
                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
61
 
                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
62
 
 
63
 
                  -- assumption: any other collision is with a solid map tile
64
 
                  if yOverlap > xOverlap then
65
 
                     other:displace(self)
66
 
                  elseif xOverlap > yOverlap then
67
 
                     -- check if we've moved since collisions were generated
68
 
                     local xov, yov = self:overlap(other.x, other.y,
69
 
                                                   other.width, other.height)
70
 
                     if xov ~= 0 and yov ~= 0 then
71
 
                        --print('y collision')
72
 
                        if self.velocity.y > 0 then
73
 
                           self.onGround = true
74
 
                        end
75
 
 
76
 
                        self.velocity.y = 0
77
 
                        other:displace(self)
78
 
                        self.jumping = false
79
 
                     end
80
 
                  else
81
 
                     print('??')
82
 
                  end
83
 
 
84
 
               end,
 
30
                 -- this is called after physics, so this makes sense here
 
31
                 the.view.map:subdisplace(self)
 
32
              end
85
33
}
86
34
 
87
35
GameView = View:extend {
89
37
              self:loadLayers('data/map.lua')
90
38
              self.focus = the.player
91
39
              self:clampTo(self.map)
92
 
           end,
93
 
   onUpdate = function (self)
94
 
                 --print('tick')
95
 
                 the.player:collide(self.map)
96
 
                 --self.map:collide(the.player)
97
 
              end
 
40
           end
98
41
}
99
42
 
100
43
the.app = App:new {
101
44
   onRun = function (self)
102
45
              self.view = GameView:new()
103
 
              --print(inspect(_(the.app):keys()))
104
 
              self.console:watch('onGround', 'the.player.onGround')
105
46
           end,
106
47
   onUpdate = function (self, dt)
107
 
                 if the.keys:justPressed('escape') and 
108
 
                   not self.console.visible then
 
48
                 if the.keys:justPressed('escape') then
109
49
                    love.event.quit()
110
50
                 end
111
51
              end