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
if not self:onGround() then
34
16
self.velocity.x = 0
35
17
self.acceleration.y = 800
37
19
if the.keys:pressed('left') then
38
20
self.velocity.x = -200
39
if self:onGround() then self:play('walk') end
40
21
elseif the.keys:pressed('right') then
41
22
self.velocity.x = 200
42
if self:onGround() then self:play('walk') end
44
if self:onGround() then self:play('stand') end
47
if the.keys:justPressed('up') and self:onGround() then
25
if the.keys:justPressed('up') then
48
26
self.velocity.y = -400
52
onEndFrame = function (self)
53
--print(self.velocity.y)
55
onCollide = function (self, other, xOverlap, yOverlap)
56
-- seriously, why does this even fire?
57
if other == the.view.map then return end
59
--print(string.format('col s{x=%i y=%i w=%i h=%i} %s', self.x, self.y, self.width, self.height, tostring(other)))
60
--print('vel.x:'..self.velocity.x.." vel.y:"..self.velocity.y)
62
-- assumption: any other collision is with a solid map tile
63
if yOverlap > xOverlap then
65
elseif xOverlap > yOverlap then
66
-- check if we've moved since collisions were generated
67
local xov, yov = self:overlap(other.x, other.y,
68
other.width, other.height)
69
if xov ~= 0 and yov ~= 0 then
79
onGround = function (self)
80
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)
86
37
self:loadLayers('data/map.lua')
87
38
self.focus = the.player
88
39
self:clampTo(self.map)
90
onUpdate = function (self)
92
the.player:collide(self.map)
93
--self.map:collide(the.player)
97
43
the.app = App:new {
98
44
onRun = function (self)
99
45
self.view = GameView:new()
100
--print(inspect(_(the.app):keys()))
102
47
onUpdate = function (self, dt)
103
-- TODO: make this not work if debug console is active
104
48
if the.keys:justPressed('escape') then