/zoeplat

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  • Committer: Josh C
  • Date: 2013-03-05 22:06:58 UTC
  • Revision ID: josh@9ix.org-20130305220658-92yptjso9z57vzly
use zoetrope 288:a82a08660477 2013-02-23

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DEBUG = true
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require 'zoetrope'
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--inspect = require 'inspect'
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--_ = require 'underscore'
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Player = Animation:extend {
 
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Player = Tile:extend {
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   image = 'data/player.png',
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   height = 32,
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   width = 32,
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   sequences = {
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      stand = { frames = { 1 }, fps = 1 },
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      walk = { frames = { 2, 3 }, fps = 5 },
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      jump = { frames = { 4 }, fps = 1 }
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   },
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   onNew = function (self)
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              self.velocity.y = 0
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              self.maxVelocity.y = 400
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                     -- this is all in startframe so it happens before
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                     -- physics calc at beginning of update
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                     -- jumping/falling updates could go in EndFrame...
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                     self.falling = self.velocity.y > 0
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                     if self.falling then self.jumping = false end
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                     --print(self.jumping, self.falling)
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                     self.velocity.x = 0
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                     self.acceleration.y = 800
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                     if the.keys:pressed('left') then
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                        self.velocity.x = -200
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                        if self:onGround() then self:play('walk') end
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                     elseif the.keys:pressed('right') then
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                        self.velocity.x = 200
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                        if self:onGround() then self:play('walk') end
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                     else
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                        if self:onGround() then self:play('stand') end
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                     end
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                     if the.keys:justPressed('up') and self:onGround() then
 
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                     if the.keys:justPressed('up') then
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                        self.velocity.y = -400
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                        self.jumping = true
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                        self:play('jump')
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                     end
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                  end,
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   onEndFrame = function (self)
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                   --print(self.velocity.y)
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                end,
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   onCollide = function (self, other, xOverlap, yOverlap)
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                  -- seriously, why does this even fire?
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                  if other == the.view.map then return end
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                  --print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
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                  --print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
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                  -- assumption: any other collision is with a solid map tile
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                  if yOverlap > xOverlap then
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                     other:displace(self)
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                  elseif xOverlap > yOverlap then
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                     -- check if we've moved since collisions were generated
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                     local xov, yov = self:overlap(other.x, other.y,
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                                                   other.width, other.height)
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                     if xov ~= 0 and yov ~= 0 then
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                        self.velocity.y = 0
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                        other:displace(self)
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                        self.jumping = false
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                     end
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                  else
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                     print('??')
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                  end
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               end,
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   onGround = function (self)
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                 return (not self.jumping) and (not self.falling)
 
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   onUpdate = function (self)
 
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                 -- this is called after physics, so this makes sense here
 
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                 the.view.map:subdisplace(self)
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              end
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}
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              self:loadLayers('data/map.lua')
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              self.focus = the.player
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              self:clampTo(self.map)
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           end,
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   onUpdate = function (self)
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                 --print('tick')
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                 the.player:collide(self.map)
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                 --self.map:collide(the.player)
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              end
 
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           end
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}
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the.app = App:new {
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   onRun = function (self)
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              self.view = GameView:new()
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              --print(inspect(_(the.app):keys()))
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           end,
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   onUpdate = function (self, dt)
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                 -- TODO: make this not work if debug console is active
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                 if the.keys:justPressed('escape') then
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                    love.event.quit()
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                 end