5
--inspect = require 'inspect'
6
--_ = require 'underscore'
8
Player = Animation:extend {
9
7
image = 'data/player.png',
13
stand = { frames = { 1 }, fps = 1 },
14
walk = { frames = { 2, 3 }, fps = 5 },
15
jump = { frames = { 4 }, fps = 1 }
17
8
onNew = function (self)
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
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)
30
16
self.velocity.x = 0
31
17
self.acceleration.y = 800
33
19
if the.keys:pressed('left') then
34
20
self.velocity.x = -200
35
if self:onGround() then self:play('walk') end
36
21
elseif the.keys:pressed('right') then
37
22
self.velocity.x = 200
38
if self:onGround() then self:play('walk') end
40
if self:onGround() then self:play('stand') end
43
if the.keys:justPressed('up') and self:onGround() then
25
if the.keys:justPressed('up') then
44
26
self.velocity.y = -400
49
onEndFrame = function (self)
50
--print(self.velocity.y)
52
onCollide = function (self, other, xOverlap, yOverlap)
53
-- seriously, why does this even fire?
54
if other == the.view.map then return end
56
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
57
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
59
-- assumption: any other collision is with a solid map tile
60
if yOverlap > xOverlap then
62
elseif xOverlap > yOverlap then
63
-- check if we've moved since collisions were generated
64
local xov, yov = self:overlap(other.x, other.y,
65
other.width, other.height)
66
if xov ~= 0 and yov ~= 0 then
76
onGround = function (self)
77
return (not self.jumping) and (not self.falling)
29
onUpdate = function (self)
30
-- this is called after physics, so this makes sense here
31
the.view.map:subdisplace(self)
83
37
self:loadLayers('data/map.lua')
84
38
self.focus = the.player
85
39
self:clampTo(self.map)
87
onUpdate = function (self)
89
the.player:collide(self.map)
90
--self.map:collide(the.player)
94
43
the.app = App:new {
95
44
onRun = function (self)
96
45
self.view = GameView:new()
97
--print(inspect(_(the.app):keys()))
99
47
onUpdate = function (self, dt)
100
-- TODO: make this not work if debug console is active
101
48
if the.keys:justPressed('escape') then