/zoeplat

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

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DEBUG = true
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require 'zoetrope'
5
 
__ = require 'underscore'
6
 
--inspect = require 'inspect'
7
 
require 'pepperprof'
8
 
 
9
 
util = {
10
 
   dim = function(dir)
11
 
      if dir == 'x' then
12
 
         return 'width'
13
 
      elseif dir == 'y' then
14
 
         return 'height'
15
 
      else
16
 
         print 'dir ??'
17
 
      end
18
 
   end
19
 
}
20
 
 
21
 
Player = Animation:extend {
 
5
 
 
6
Player = Tile:extend {
22
7
   image = 'data/player.png',
23
 
   height = 32,
24
 
   width = 32,
25
 
   sequences = {
26
 
      stand = { frames = { 1 }, fps = 1 },
27
 
      walk = { frames = { 2, 3 }, fps = 5 },
28
 
      jump = { frames = { 4 }, fps = 1 },
29
 
      climbLeft = { frames = { 5, 6 }, fps = 5 },
30
 
      climbRight = { frames = { 7, 8 }, fps = 5 }
31
 
   },
32
 
   collisions = {},
33
 
   onWall = false,
34
 
   leftWallAt = 0,
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8
   onNew = function (self)
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9
              self.velocity.y = 0
37
10
              self.maxVelocity.y = 400
38
11
           end,
39
 
   doPhysics = function (self, dir, elapsed)
40
 
                  local vel = self.velocity
41
 
                  local acc = self.acceleration
42
 
                  local drag = self.drag
43
 
                  local minVel = self.minVelocity
44
 
                  local maxVel = self.maxVelocity
45
 
 
46
 
                  -- check existence of properties
47
 
 
48
 
                  if STRICT then
49
 
                     assert(vel, 'active sprite has no velocity property')
50
 
                     assert(acc, 'active sprite has no acceleration property')
51
 
                     assert(drag, 'active sprite has no drag property')
52
 
                     assert(minVel, 'active sprite has no minVelocity property')
53
 
                     assert(maxVel, 'active sprite has no maxVelocity property')
54
 
                     assert(__.include({'x','y','rotation'}, dir), 'direction should be x, y, or rotation')
55
 
                  end
56
 
 
57
 
                  vel.x = vel.x or 0
58
 
                  vel.y = vel.y or 0
59
 
                  vel.rotation = vel.rotation or 0
60
 
 
61
 
                  -- physics
62
 
 
63
 
                  if acc[dir] and acc[dir] ~= 0 then
64
 
                     vel[dir] = vel[dir] + acc[dir] * elapsed
65
 
                  else
66
 
                     if drag[dir] then
67
 
                        if vel[dir] > 0 then
68
 
                           vel[dir] = vel[dir] - drag[dir] * elapsed
69
 
                           if vel[dir] < 0 then vel[dir] = 0 end
70
 
                        elseif vel[dir] < 0 then
71
 
                           vel[dir] = vel[dir] + drag[dir] * elapsed
72
 
                           if vel[dir] > 0 then vel[dir] = 0 end
73
 
                        end
74
 
                     end
75
 
                  end
76
 
 
77
 
                  if minVel[dir] and vel[dir] < minVel[dir] then vel[dir] = minVel[dir] end
78
 
                  if maxVel[dir] and vel[dir] > maxVel[dir] then vel[dir] = maxVel[dir] end
79
 
 
80
 
                  -- ugly hack for falling through floor on really slow frames
81
 
                  if math.abs(vel[dir] * elapsed) > 32 then
82
 
                     print('skip')
83
 
                     return
84
 
                  end
85
 
 
86
 
                  if vel[dir] ~= 0 then self[dir] = self[dir] + vel[dir] * elapsed end
87
 
 
88
 
                  if self[dir] < 0 then self[dir] = 0 end
89
 
                  local edge = the.view.map[util.dim(dir)] -
90
 
                               the.player[util.dim(dir)]
91
 
                  -- TODO: take map position into account
92
 
                  if self[dir] > edge then self[dir] = edge end
93
 
               end,
94
12
   onStartFrame = function (self)
95
13
                     -- this is all in startframe so it happens before
96
14
                     -- physics calc at beginning of update
97
15
 
98
 
                     -- jumping/falling updates could go in EndFrame...
99
 
                     self.falling = self.velocity.y > 0
100
 
                     if self.falling then self.jumping = false end
101
 
                     --print(self.jumping, self.falling)
102
 
 
103
 
                     if (not self.onGround) and (not self.onWall) then
104
 
                        self:play('jump')
105
 
                     end
106
 
 
107
 
                     self.acceleration.y = 800
108
 
 
109
 
                     if self.onWall then
110
 
                        self.acceleration.y = 0
111
 
 
112
 
                        if self.onWall == 'right' then
113
 
                           self:play('climbRight')
114
 
                        elseif self.onWall == 'left' then
115
 
                           self:play('climbLeft')
116
 
                        end
117
 
 
118
 
                        if the.keys:pressed('up') then
119
 
                           self.velocity.y = -200
120
 
                        elseif the.keys:pressed('down') then
121
 
                           self.velocity.y = 200
122
 
                        else
123
 
                           self.velocity.y = 0
124
 
                           self:freeze(self.sequences[self.currentName].frames[1])
125
 
                        end
126
 
                     end
127
 
 
128
 
                     if the.keys:pressed('left') then
129
 
                        self.velocity.x = -200
130
 
                        if self.onGround then self:play('walk') end
131
 
                        if self.onWall == 'right' then
132
 
                           self.onWall = false
133
 
                           self.leftWallAt = love.timer.getTime()
134
 
                        end
135
 
                     elseif the.keys:pressed('right') then
136
 
                        self.velocity.x = 200
137
 
                        if self.onGround then self:play('walk') end
138
 
                        if self.onWall == 'left' then
139
 
                           self.onWall = false
140
 
                           self.leftWallAt = love.timer.getTime()
141
 
                        end
142
 
                     else
143
 
                        if not self.onWall then
144
 
                           if self.onGround then self:play('stand') end
145
 
                           self.velocity.x = 0
146
 
                        end
147
 
                     end
148
 
 
149
 
                     if the.keys:justPressed('up') and
150
 
                      (self.onGround or the.console.visible or
151
 
                       (love.timer.getTime() - self.leftWallAt < .1) ) then
152
 
                        self.velocity.y = -400
153
 
                        self.jumping = true
154
 
                     end
155
 
                  end,
156
 
   update = function (self, elapsed)
157
 
               -- NOTE: this is an override, not a callback
158
 
 
159
 
               self:doPhysics('x', elapsed)
160
 
               self:collide(the.view.map)
161
 
 
162
 
               -- handle X collisions
163
 
               self.onWall = false
164
 
               for _, col in ipairs(self.collisions) do
165
 
                  col.other:displaceDir(self, 'x')
166
 
                  if self.velocity.x > 0 then
167
 
                     self.onWall = 'right'
168
 
                  elseif self.velocity.x < 0 then
169
 
                     self.onWall = 'left'
170
 
                  else
171
 
                     print 'x ??'
172
 
                  end
173
 
               end
174
 
 
175
 
               self.onGround = false -- right before Y collision callbacks
176
 
               self:doPhysics('y', elapsed)
177
 
               self:collide(the.view.map)
178
 
 
179
 
               -- handle Y collisions
180
 
               for _, col in ipairs(self.collisions) do
181
 
                  if self.velocity.y > 0 then
182
 
                     self.onGround = true
183
 
                  end
184
 
 
185
 
                  col.other:displaceDir(self, 'y')
186
 
                  self.velocity.y = 0
187
 
                  self.jumping = false
188
 
               end
189
 
 
190
 
               Animation.update(self, elapsed)
191
 
            end,
192
 
   collide = function (self, ...)
193
 
                self.collisions = {}
194
 
                Animation.collide(self, ...)
195
 
                -- I could return a true/false value here if I wanted to...
196
 
             end,
197
 
   onCollide = function (self, other, xOverlap, yOverlap)
198
 
                  if other == the.view.map then return end
199
 
 
200
 
                  table.insert(self.collisions, {other = other,
201
 
                                                 xOverlap = xOverlap,
202
 
                                                 yOverlap = yOverlap })
203
 
               end
 
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                 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,
 
29
   onUpdate = function (self)
 
30
                 -- this is called after physics, so this makes sense here
 
31
                 the.view.map:subdisplace(self)
 
32
              end
204
33
}
205
34
 
206
 
function Sprite:displaceDir(other, dir)
207
 
   if not self.solid or self == other or not other.solid then return end
208
 
   if STRICT then assert(other:instanceOf(Sprite), 'asked to displace a non-sprite') end
209
 
 
210
 
   if other.sprites then
211
 
      -- handle groups
212
 
 
213
 
      for _, spr in pairs(other.sprites) do
214
 
         self:displace(spr, dir)
215
 
      end
216
 
   else
217
 
      -- handle sprites
218
 
      local dim = util.dim(dir)
219
 
 
220
 
      local negMove = (other[dir] - self[dir]) + other[dim]
221
 
      local posMove = (self[dir] + self[dim]) - other[dir]
222
 
 
223
 
      -- TODO: re-add hinting?
224
 
      if negMove < posMove then
225
 
         chg = - negMove
226
 
      else
227
 
         chg = posMove
228
 
      end
229
 
   end
230
 
 
231
 
   other[dir] = other[dir] + chg
232
 
end
233
 
 
234
 
function Sprite:update (elapsed)
235
 
   if self.onUpdate then self:onUpdate(elapsed) end
236
 
end
237
 
 
238
35
GameView = View:extend {
239
36
   onNew = function (self)
240
37
              self:loadLayers('data/map.lua')
241
38
              self.focus = the.player
242
39
              self:clampTo(self.map)
243
 
           end,
244
 
   onUpdate = function (self)
245
 
                 --print('drawTook: ', the.drawTook)
246
 
                 --print('tick')
247
 
                 --the.player:collide(self.map)
248
 
                 --self.map:collide(the.player)
249
 
              end,
250
 
   draw = function (self, x, y)
251
 
             View.draw(self, x, y)
252
 
 
253
 
             love.graphics.print('FPS:' .. love.timer.getFPS(), 20, 20)
254
 
          end
 
40
           end
255
41
}
256
42
 
257
43
the.app = App:new {
258
44
   onRun = function (self)
259
45
              self.view = GameView:new()
260
 
              self.console:watch('onGround', 'the.player.onGround')
261
 
              self.console:watch('onWall', 'the.player.onWall')
262
 
              self.console:watch('updateTook', 'the.updateTook')
263
 
              self.console:watch('drawTook', 'the.drawTook')
264
 
 
265
 
              --the.profiler = newProfiler('time', 2000)
266
 
              --the.profiler = newProfiler()
267
 
              --the.profiler:start()
268
46
           end,
269
47
   onUpdate = function (self, dt)
270
48
                 if the.keys:justPressed('escape') then
271
 
                    if the.profiler then
272
 
                       the.profiler:stop()
273
 
                       local outfile = io.open( "profile.txt", "w+" )
274
 
                       the.profiler:report( outfile )
275
 
                       outfile:close()
276
 
                    end
277
 
 
278
 
                    self.quit()
 
49
                    love.event.quit()
279
50
                 end
280
 
              end,
281
 
   update = function (self, dt)
282
 
               the.updateStart = love.timer.getMicroTime()
283
 
               App.update(self, dt)
284
 
               if the.updateStart then
285
 
                  the.updateTook = love.timer.getMicroTime() - the.updateStart
286
 
               end
287
 
            end
288
 
}
 
51
              end
 
52
}
 
 
b'\\ No newline at end of file'