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
29
onUpdate = function (self)
53
-- needs to happen right before collision
56
onCollide = function (self, other, xOverlap, yOverlap)
57
-- seriously, why does this even fire?
58
if other == the.view.map then return end
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)
63
-- assumption: any other collision is with a solid map tile
64
if yOverlap > xOverlap then
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
30
-- this is called after physics, so this makes sense here
31
the.view.map:subdisplace(self)
87
35
GameView = View:extend {
89
37
self:loadLayers('data/map.lua')
90
38
self.focus = the.player
91
39
self:clampTo(self.map)
93
onUpdate = function (self)
95
the.player:collide(self.map)
96
--self.map:collide(the.player)
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')
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